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Overall, King Dedede's weaknesses outweigh his strengths. Due to his very sluggish frame data, risky neutral game and poor approach, his optimal playstyle is a defensive combination of zoning as well as baiting and punishing. The prominence of his flaws has also resulted in very low tournament representation and a poor perception despite the decent size of his playerbase, as only {{Sm|Big D}} has achieved arguably notable results in the Western scene, while {{Sm|El_Bardo}} has achieved some notable tournament results in the European scene. However, outside of their efforts, Dedede has fairly poor tournament results. | Overall, King Dedede's weaknesses outweigh his strengths. Due to his very sluggish frame data, risky neutral game and poor approach, his optimal playstyle is a defensive combination of zoning as well as baiting and punishing. The prominence of his flaws has also resulted in very low tournament representation and a poor perception despite the decent size of his playerbase, as only {{Sm|Big D}} has achieved arguably notable results in the Western scene, while {{Sm|El_Bardo}} has achieved some notable tournament results in the European scene. However, outside of their efforts, Dedede has fairly poor tournament results. | ||
==Changes from ''Brawl''== | ==Changes from ''[[Super Smash Bros. Brawl]]''== | ||
King Dedede has been [[nerf]]ed significantly in the transition from ''Brawl'' to ''SSB4''. Several of his moves have been heavily altered or changed entirely, which has resulted in both positive and negative changes to his playstyle, though despite his buffs, his nerfs are much more prevalent due to his worse frame data and the loss of many of the traits that made him a formidable character in ''Brawl''. | King Dedede has been [[nerf]]ed significantly in the transition from ''Brawl'' to ''SSB4''. Several of his moves have been heavily altered or changed entirely, which has resulted in both positive and negative changes to his playstyle, though despite his buffs, his nerfs are much more prevalent due to his worse frame data and the loss of many of the traits that made him a formidable character in ''Brawl''. | ||
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*{{buff|King Dedede's [[fast fall]]ing speed is faster (2.73 → 3.12), improving his air game and making him less susceptible to juggling.}} | *{{buff|King Dedede's [[fast fall]]ing speed is faster (2.73 → 3.12), improving his air game and making him less susceptible to juggling.}} | ||
*{{change|King Dedede's [[gravity]] is higher (0.0837 → 0.087885). This improves his aerial mobility, but hinders his horizontal endurance.}} | *{{change|King Dedede's [[gravity]] is higher (0.0837 → 0.087885). This improves his aerial mobility, but hinders his horizontal endurance.}} | ||
*{{nerf|[[Roll]] has increased ending lag ( | *{{nerf|[[Roll]] has increased ending lag (FAF 32 → 33).}} | ||
*{{nerf|[[Sidestep]] has increased start-up and ending lag ( | *{{nerf|[[Sidestep]] has increased start-up and ending lag (FAF 27 → 28). It also has a shorter duration (frame 2-20 → 4-19).}} | ||
*{{buff|[[Air dodge]] has decreased ending lag ( | *{{buff|[[Air dodge]] has decreased ending lag (FAF 39 → 34).}} | ||
*{{buff|[[Jump]] is higher.}} | *{{buff|[[Jump]] is higher.}} | ||
*{{buff|Soft landing is faster (5 frames → 2).}} | *{{buff|Soft landing is faster (5 frames → 2).}} | ||
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===Ground attacks=== | ===Ground attacks=== | ||
*{{nerf|Neutral attack deals less damage (6% → 4% (hit 1), 5% → 4% (hit 2), 2% → 1% (loop)) and has smaller hitboxes (6u/3.5u → 2.5u (hits 1-2), 4u/5u/7u → 2u/3u/7u (loop)). The second hit can also no longer [[Tripping|trip]] opponents.}} | *[[Neutral attack]]: | ||
* | **{{buff|Neutral attack's first hit has decreased start-up lag (frame 12 → 10). Its neutral infinite has also received a finisher, an upward hammer swing.}} | ||
*{{change|Neutral attack has altered knockback (20/25/35 (set)/100 (scaling) → 50/48 (base)/25 (set)/10/100 (scaling) (hit 1), 20 (base)/50 (scaling) → 50/30 (base)/10/45 (scaling) (hit 2), 30 (base)/20 (scaling) → 60/20/2 (set)/100 (scaling) (loop)) and altered angles ([[Sakurai angle|361°]]/80° → 75°/105°/361° (hit 1), 85° → 115°/105°/100° (hit 2), 30° → 70° (loop hits)).}} | **{{buff|The weakening of [[Smash directional influence|SDI]] makes neutral infinite significantly more difficult to escape from.}} | ||
* | **{{nerf|Neutral attack deals less damage (6% → 4% (hit 1), 5% → 4% (hit 2), 2% → 1% (loop)) and has smaller hitboxes (6u/3.5u → 2.5u (hits 1-2), 4u/5u/7u → 2u/3u/7u (loop)). The second hit can also no longer [[Tripping|trip]] opponents.}} | ||
*{{buff|Forward tilt deals more damage (6%/4% → 11%) due to consisting of five hits instead of one. Additionally, it has a much larger hitbox (4.5u → 8u) and a slightly longer duration (frame 12-22 → 12-23). Lastly, its last hit has increased knockback (20 (base)/80/100 (scaling) → 30/190), granting it KO potential at high percentages.}} | **{{change|Neutral attack has altered knockback (20/25/35 (set)/100 (scaling) → 50/48 (base)/25 (set)/10/100 (scaling) (hit 1), 20 (base)/50 (scaling) → 50/30 (base)/10/45 (scaling) (hit 2), 30 (base)/20 (scaling) → 60/20/2 (set)/100 (scaling) (loop)) and altered angles ([[Sakurai angle|361°]]/80° → 75°/105°/361° (hit 1), 85° → 115°/105°/100° (hit 2), 30° → 70° (loop hits)).}} | ||
*{{nerf|Forward tilt has increased ending lag (20 | *[[Forward tilt]]: | ||
*{{change|Forward tilt has an altered angle (65° → 50°).}} | **{{buff|Forward tilt deals more damage (6%/4% → 11%) due to consisting of five hits instead of one. Additionally, it has a much larger hitbox (4.5u → 8u) and a slightly longer duration (frame 12-22 → 12-23). Lastly, its last hit has increased knockback (20 (base)/80/100 (scaling) → 30/190), granting it KO potential at high percentages.}} | ||
*{{buff|Up tilt has noticeably increased horizontal range (6u → 8u) and considerably more combo potential.}} | **{{nerf|Forward tilt has increased ending lag (FAF 20 → 26). King Dedede also now holds his hammer from the middle of its handle, instead of at the end of it, decreasing its range and making it less disjointed.}} | ||
*{{nerf|Up tilt has received a sourspot that deals 2% less damage (12% → 10%) and has increased start-up (frame 7 → 9) and ending lag (25 | **{{change|Forward tilt has an altered angle (65° → 50°).}} | ||
*{{change|King Dedede has a new down tilt, a cartwheeling tackle. Compared to the previous down tilt, it deals different knockback (20/10 (base)/100 (scaling) → 60/75).}} | *[[Up tilt]]: | ||
*{{buff|Down tilt has larger hitboxes (6u/4u → 7u/5u) and slightly less startup lag (frame 7 → 6). It also moves Dedede forward a bit, significantly increasing its range and allowing Dedede to pseudo-[[crawl]].}} | **{{buff|Up tilt has noticeably increased horizontal range (6u → 8u) and considerably more combo potential.}} | ||
*{{nerf|Down tilt launches opponents at a higher angle (361° → 45°), making it less effective at KOing at very high percentages compared to the previous down tilt. It also has a shorter duration (10 frames → 8), has more ending lag (25 | **{{nerf|Up tilt has received a sourspot that deals 2% less damage (12% → 10%) and has increased start-up (frame 7 → 9) and ending lag (FAF 25 → 29). It also has significantly decreased knockback (30 (base)/120 (scaling) → 50/80), hindering its KO potential.}} | ||
*{{buff|Clean dash attack now deals consistent damage (16%/14% → 16%). When combined with dash attack's increased knockback (35 (base)/95 (scaling) → 40/100), this improves its KO potential. It also has larger hitboxes (5u → 7u/6u).}} | *[[Down tilt]]: | ||
*{{nerf|Dash attack has received a late hitbox that deals slightly less damage (14% → 13%) compared to the previous body hitbox. Dash attack can now also whiff if used too close to the opponent, hindering its safety.}} | **{{change|King Dedede has a new down tilt, a cartwheeling tackle. Compared to the previous down tilt, it deals different knockback (20/10 (base)/100 (scaling) → 60/75).}} | ||
*{{change|Dash attack has increased [[Freeze frames|hitlag]] (1× → 1.2×). This makes it safer on shield, but easier to DI.}} | **{{buff|Down tilt has larger hitboxes (6u/4u → 7u/5u) and slightly less startup lag (frame 7 → 6). It also moves Dedede forward a bit, significantly increasing its range and allowing Dedede to pseudo-[[crawl]].}} | ||
* | **{{nerf|Down tilt launches opponents at a higher angle (361° → 45°), making it less effective at KOing at very high percentages compared to the previous down tilt. It also has a shorter duration (10 frames → 8), has more ending lag (FAF 25 → 27), and can whiff if used too close to the opponent.}} | ||
*{{buff|Sourspotted forward smash deals slightly more damage (13% → 15% (early), 5% → 6% (late)) and the early hit has increased knockback scaling (90 → 93), though they are still drastically weaker than the sweetspot. Sweetspotted forward smash also has a slightly larger hitbox (5.7u → 6u).}} | *[[Dash attack]]: | ||
*{{nerf|Sweetspotted forward smash has reduced knockback (55 (base)/90 (scaling) → 30/93), hindering its KO potential. However, it is still the strongest forward smash in the game.}} | **{{buff|Clean dash attack now deals consistent damage (16%/14% → 16%). When combined with dash attack's increased knockback (35 (base)/95 (scaling) → 40/100), this improves its KO potential. It also has larger hitboxes (5u → 7u/6u).}} | ||
*{{change|Late forward smash has an altered angle (80° → 60°).}} | **{{buff|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] significantly improve dash attack's shield pressuring potential.}} | ||
* | **{{nerf|Dash attack has received a late hitbox that deals slightly less damage (14% → 13%) compared to the previous body hitbox. Dash attack can now also whiff if used too close to the opponent, hindering its safety.}} | ||
*{{buff|Up smash has decreased startup lag and a longer duration (frame 20-24 → 17-24).}} | **{{change|Dash attack has increased [[Freeze frames|hitlag]] (1× → 1.2×). This makes it safer on shield, but easier to DI.}} | ||
* | *[[Forward smash]]: | ||
*{{buff|Down smash has altered angles (105°/80°/50° → 30°/361°), making it capable of [[semi-spike|semi-spiking]] opponents. This grants it edgeguarding potential.}} | **{{buff|Sourspotted forward smash deals slightly more damage (13% → 15% (early), 5% → 6% (late)) and the early hit has increased knockback scaling (90 → 93), though they are still drastically weaker than the sweetspot. Sweetspotted forward smash also has a slightly larger hitbox (5.7u → 6u).}} | ||
**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve clean forward smash's shield pressuring potential, to the point where it can break most shields if used properly.}} | |||
**{{nerf|Sweetspotted forward smash has reduced knockback (55 (base)/90 (scaling) → 30/93), hindering its KO potential. However, it is still the strongest forward smash in the game.}} | |||
**{{change|Late forward smash has an altered angle (80° → 60°).}} | |||
*[[Up smash]]: | |||
**{{buff|Up smash has decreased startup lag and a longer duration (frame 20-24 → 17-24).}} | |||
*[[Down smash]]: | |||
**{{buff|Down smash has altered angles (105°/80°/50° → 30°/361°), making it capable of [[semi-spike|semi-spiking]] opponents. This grants it edgeguarding potential.}} | |||
**{{nerf|Down smash deals 2% less damage (15% → 13%), making it weaker despite its increased base knockback (50 → 60). It also has a slightly shorter duration (10 frames → 9).}} | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|Neutral aerial has increased knockback (30 (base)/85 (scaling) → 40/95 (clean), 30 (base) → 40 (late)) and slightly larger hitboxes (9u → 10u (clean), 5u → 6u (late)).}} | *[[Neutral aerial]]: | ||
*{{nerf|King Dedede has a new forward aerial, a downward hammer swing. Compared to the previous forward aerial, it deals 3% less damage (15% → 12%), has more ending lag (22 | **{{buff|Neutral aerial has increased knockback (30 (base)/85 (scaling) → 40/95 (clean), 30 (base) → 40 (late)) and slightly larger hitboxes (9u → 10u (clean), 5u → 6u (late)).}} | ||
*{{buff|Forward aerial has less startup lag (frame 16 → 13) and increased range (7.5u/4u → 8u/5u). This considerably improves its utility, especially for combos.}} | *[[Forward aerial]]: | ||
*{{buff|King Dedede has a new back aerial, an upward hammer swing. It deals 3% more damage (13/9% → 16%) and has increased vertical range (8.5u/7u → 10u), making it better for KOing compared to the previous back aerial despite its lowered knockback (20 (base)/100 (scaling) → 30/88).}} | **{{nerf|King Dedede has a new forward aerial, a downward hammer swing. Compared to the previous forward aerial, it deals 3% less damage (15% → 12%), has more ending lag (FAF 22 → 27) and a longer autocancel frame (frame 34 → 40). This results in it being unable to autocancel from a short hop.}} | ||
*{{nerf|Back aerial has significantly more startup (frame 6 → 17), ending lag (8 | **{{buff|Forward aerial has less startup lag (frame 16 → 13) and increased range (7.5u/4u → 8u/5u). This considerably improves its utility, especially for combos.}} | ||
*{{change|Back aerial has increased hitlag (1× → 1.2×). This makes it safer on shield, but easier to DI.}} | *[[Back aerial]]: | ||
*{{nerf|Up aerial's loop hits deal 1% less damage (2% → 1%), which decreases its overall damage output by 7% (19% → 12%).}} | **{{buff|King Dedede has a new back aerial, an upward hammer swing. It deals 3% more damage (13/9% → 16%) and has increased vertical range (8.5u/7u → 10u), making it better for KOing compared to the previous back aerial despite its lowered knockback (20 (base)/100 (scaling) → 30/88).}} | ||
*{{buff|Up aerial's last hit has significantly increased knockback scaling (130 → 150), improving its KO potential. Its loop hits also have altered angles (60°/120°/95° → [[Autolink angle|366°]]/90°), which makes them connect together better.}} | **{{nerf|Back aerial has significantly more startup (frame 6 → 17), ending lag (FAF 8 → 20), a shorter duration (frame 6-21 → 17-19), and autocancels later (frame 26 → 33). It also cannot trip opponents. This makes it much less versatile compared to the previous back aerial. Additionally, it has much less horizontal range and far less disjointed hitboxes, hindering its spacing potential.}} | ||
*{{buff|The weakening of SDI makes up aerial significantly more difficult to escape from.}} | **{{change|Back aerial has increased hitlag (1× → 1.2×). This makes it safer on shield, but easier to DI.}} | ||
*{{nerf|King Dedede has a new down aerial, a downward hammer swing. Compared to the previous down aerial, it deals 2% less damage (17% → 15%) due to consisting of one hit instead of seven, has significantly increased startup lag, a shorter duration (frame 9-27 → 22-23), and has a sourspot at the hammer's handle that deals 9% less damage (17% → 8%). Altogether, these changes make it much worse at pressuring and anti-juggling compared to the previous down aerial.}} | *[[Up aerial]]: | ||
*{{buff|Down aerial [[meteor smash]]es aerial opponents if the hammer's whole head lands (70°/80° → 270°) and launches opponents at the [[Sakurai angle]] otherwise. This makes it a very powerful edgeguarding option and a strong, albeit situational, on-stage KOing option compared to the previous down aerial. It also has larger hitboxes (4u/5u/6.5u → 5.5u/6u/8.5u).}} | **{{nerf|Up aerial's loop hits deal 1% less damage (2% → 1%), which decreases its overall damage output by 7% (19% → 12%).}} | ||
*{{change|Sweetspotted down aerial has increased hitlag (1× → 1.5×). This makes it safer on shield, but easier to DI.}} | **{{buff|Up aerial's last hit has significantly increased knockback scaling (130 → 150), improving its KO potential. Its loop hits also have altered angles (60°/120°/95° → [[Autolink angle|366°]]/90°), which makes them connect together better.}} | ||
**{{buff|The weakening of SDI makes up aerial significantly more difficult to escape from.}} | |||
*[[Down aerial]]: | |||
**{{nerf|King Dedede has a new down aerial, a downward hammer swing. Compared to the previous down aerial, it deals 2% less damage (17% → 15%) due to consisting of one hit instead of seven, has significantly increased startup lag, a shorter duration (frame 9-27 → 22-23), and has a sourspot at the hammer's handle that deals 9% less damage (17% → 8%). Altogether, these changes make it much worse at pressuring and anti-juggling compared to the previous down aerial.}} | |||
**{{buff|Down aerial [[meteor smash]]es aerial opponents if the hammer's whole head lands (70°/80° → 270°) and launches opponents at the [[Sakurai angle]] otherwise. This makes it a very powerful edgeguarding option and a strong, albeit situational, on-stage KOing option compared to the previous down aerial. It also has larger hitboxes (4u/5u/6.5u → 5.5u/6u/8.5u).}} | |||
**{{change|Sweetspotted down aerial has increased hitlag (1× → 1.5×). This makes it safer on shield, but easier to DI.}} | |||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
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*{{buff|Dash grab has slightly decreased ending lag.}} | *{{buff|Dash grab has slightly decreased ending lag.}} | ||
*{{change|Dash grab's animation has changed. King Dedede no longer stumbles over when he misses it.}} | *{{change|Dash grab's animation has changed. King Dedede no longer stumbles over when he misses it.}} | ||
*{{ | *[[Forward throw]]: | ||
*{{buff|Back throw has increased knockback scaling (65 → 79), improving its KO potential.}} | **{{nerf|Forward throw deals less damage (12% → 10%).}} | ||
*{{change|Back throw has an altered angle (45° → 60°).}} | *[[Back throw]]: | ||
*{{buff|The changes to [[hitstun]] canceling improve up throw's combo potential into up aerial at low percentages.}} | **{{buff|Back throw has increased knockback scaling (65 → 79), improving its KO potential.}} | ||
*{{buff|King Dedede has a new down throw, a one-handed body slam. Compared to the previous down throw, it launches opponents at a vertical angle (20° → 80°), making it better for combos from low to medium percentages.}} | **{{nerf|Back throw deals less damage (16% → 13%).}} | ||
*{{change|Down throw does not have set knockback like the previous down throw (80 (set)/100 (scaling) → 70 (base)/82 (scaling)).}} | **{{change|Back throw has an altered angle (45° → 60°).}} | ||
*{{nerf|New down throw removes Dedede's infinite chaingrab on most characters due to the removal of chaingrabs and the move's set knockback, significantly harming the move's utility.}} | *[[Up throw]]: | ||
*{{change|Floor attack deals 1% more damage (6% → 7%), though its knockback scaling was compensated (50 → 48).}} | **{{buff|The changes to [[hitstun]] canceling improve up throw's combo potential into up aerial at low percentages.}} | ||
*{{change|Floor attack has an altered angle ([[Sakurai angle|361°]] → 48°).}} | *[[Down throw]]: | ||
*{{nerf|King Dedede has lost his [[intangible]] and long-ranged 100%+ edge attack, leaving him with a significantly inferior edge attack at high percentages.}} | **{{buff|King Dedede has a new down throw, a one-handed body slam. Compared to the previous down throw, it launches opponents at a vertical angle (20° → 80°), making it better for combos from low to medium percentages.}} | ||
*{{buff|Edge attack no longer has set knockback (110 (set)/100 (scaling) → 20 (base)/90 (scaling)).}} | **{{change|Down throw does not have set knockback like the previous down throw (80 (set)/100 (scaling) → 70 (base)/82 (scaling)).}} | ||
**{{nerf|New down throw removes Dedede's infinite chaingrab on most characters due to the removal of chaingrabs and the move's set knockback, significantly harming the move's utility.}} | |||
**{{nerf|Down throw deals less damage (8% → 6%).}} | |||
*[[Floor attack]]: | |||
**{{change|Floor attack deals 1% more damage (6% → 7%), though its knockback scaling was compensated (50 → 48).}} | |||
**{{change|Floor attack has an altered angle ([[Sakurai angle|361°]] → 48°).}} | |||
*[[Edge attack]]: | |||
**{{nerf|King Dedede has lost his [[intangible]] and long-ranged 100%+ edge attack, leaving him with a significantly inferior edge attack at high percentages.}} | |||
**{{buff|Edge attack no longer has set knockback (110 (set)/100 (scaling) → 20 (base)/90 (scaling)).}} | |||
===Special moves=== | ===Special moves=== | ||
*{{nerf|The removal of grab armor hinders | *{{b|Inhale|King Dedede}}: | ||
*{{buff|King Dedede has a new side special, | **{{nerf|The removal of grab armor hinders King Dedede's utility as a defensive landing option, as trades will now result in Dedede getting hit instead of Inhaling the opponent.}} | ||
*{{nerf|Gordo Throw deals 8% less damage (22% → 14%) and much less knockback compared to Waddle Dee Toss' Gordos. Unlike Waddle Dee Toss, Gordo Throw lacks anti-camping potential, due to its Gordos being reflected by any hitbox that deals at least 2%.<ref name="Direct"/>}} | *[[Gordo Throw]]: | ||
*{{buff|The 19% damage increase to shields and the increase to shieldstun make Gordo Throw significantly better at breaking shields compared to Waddle Dee Toss.}} | **{{buff|King Dedede has a new side special, Gordo Throw. Compared to [[Waddle Dee Toss]], Gordo Throw is much more consistent both as a projectile and in regard to power.<ref name="Direct"/> Additionally, Gordo Throw's ability to bounce the Gordos in different trajectories also make it better at trapping. The hammer swing used to perform the move also produces a hitbox on the hammer that deals 12%, which can also hit opponents into the subsequently tossed Gordo. Lastly, Gordo Throw can hit twice, depending on the opponent's position.}} | ||
*{{buff|King Dedede can now grab edges during | **{{nerf|Gordo Throw deals 8% less damage (22% → 14%) and much less knockback compared to Waddle Dee Toss' Gordos. Unlike Waddle Dee Toss, Gordo Throw lacks anti-camping potential, due to its Gordos being reflected by any hitbox that deals at least 2%.<ref name="Direct"/>}} | ||
*{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Super Dedede Jump's shield pressuring potential, although its landing hit's [[shield damage]] was compensated (3 → 0).}} | **{{buff|The 19% damage increase to shields and the increase to shieldstun make Gordo Throw significantly better at breaking shields compared to Waddle Dee Toss.}} | ||
*{{change|Due to King Dedede's faster fast falling speed, Super Dedede Jump descends faster. It is also now canceled by tilting the [[Control stick|control stick/circle pad]] up, instead of down.}} | *[[Super Dedede Jump]]: | ||
*{{buff|Jet Hammer has a larger hitbox (7u → 7.5u). Uncharged Jet Hammer has increased base knockback (20 → 30) and decreased start-up lag (frame 29 → 27).}} | **{{buff|King Dedede can now grab edges during Super Dedede Jump's ascent as long as he is facing the stage, improving its safety. Super Dedede Jump's descent can also now [[bury]] grounded opponents.}} | ||
*{{buff|Fully charged grounded Jet Hammer deals 8% more damage (30%/20% → 38%/28%), although its knockback was compensated (30 (base)/80 (scaling) → 5/66).}} | **{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Super Dedede Jump's shield pressuring potential, although its landing hit's [[shield damage]] was compensated (3 → 0).}} | ||
*{{nerf|Sweetspotted fully charged aerial Jet Hammer deals 1% less damage (28% → 27%) and has decreased knockback (30 (base)/80 (scaling) → 10/70), hindering its KO potential. Uncharged Jet Hammer also has a shorter duration (3 frames → 2).}} | **{{change|Due to King Dedede's faster fast falling speed, Super Dedede Jump descends faster. It is also now canceled by tilting the [[Control stick|control stick/circle pad]] up, instead of down.}} | ||
*{{buff|The changes to edge mechanics improve [[Jet Hammer]]'s edgeguarding potential.}} | *[[Jet Hammer]]: | ||
*{{buff|Fully charged Jet Hammer's [[recoil damage]] caps earlier (150% → 100%). When coupled with the introduction of [[rage]], its recoil damage is now a double-edged sword, instead of solely being a hindrance.}} | **{{buff|Jet Hammer has a larger hitbox (7u → 7.5u). Uncharged Jet Hammer has increased base knockback (20 → 30) and decreased start-up lag (frame 29 → 27).}} | ||
*{{change|Jet Hammer's animation has changed. King Dedede grimaces while using it, and will visibly sweat while holding it when it is fully charged. He also swings it lower when using it on the ground, and swings it in a more exaggerated motion when it is fully charged.<ref name="Direct"/>}} | **{{buff|Fully charged grounded Jet Hammer deals 8% more damage (30%/20% → 38%/28%), although its knockback was compensated (30 (base)/80 (scaling) → 5/66).}} | ||
*{{change|Jet Hammer's visual effects have changed. It now produces more intense lighting that brightens the surrounding area, and emits a [[wind]] effect.}} | **{{nerf|Sweetspotted fully charged aerial Jet Hammer deals 1% less damage (28% → 27%) and has decreased knockback (30 (base)/80 (scaling) → 10/70), hindering its KO potential. Uncharged Jet Hammer also has a shorter duration (3 frames → 2).}} | ||
*{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve fully charged Jet Hammer's shield pressuring potential.}} | **{{buff|The changes to edge mechanics improve [[Jet Hammer]]'s edgeguarding potential.}} | ||
*{{buff|Fully charged Jet Hammer now has a consistent angle (361°/80° → 361°), improving its edgeguarding potential.}} | **{{buff|Fully charged Jet Hammer's [[recoil damage]] caps earlier (150% → 100%). When coupled with the introduction of [[rage]], its recoil damage is now a double-edged sword, instead of solely being a hindrance.}} | ||
*{{change|King Dedede has a new [[Final Smash]], | **{{change|Jet Hammer's animation has changed. King Dedede grimaces while using it, and will visibly sweat while holding it when it is fully charged. He also swings it lower when using it on the ground, and swings it in a more exaggerated motion when it is fully charged.<ref name="Direct"/>}} | ||
*{{nerf|Unlike other trapping Final Smashes, it is possible to escape Dedede Burst.}} | **{{change|Jet Hammer's visual effects have changed. It now produces more intense lighting that brightens the surrounding area, and emits a [[wind]] effect.}} | ||
**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve fully charged Jet Hammer's shield pressuring potential.}} | |||
**{{buff|Fully charged Jet Hammer now has a consistent angle (361°/80° → 361°), improving its edgeguarding potential.}} | |||
*[[Dedede Burst]]: | |||
**{{change|King Dedede has a new [[Final Smash]], Dedede Burst. Compared to [[Waddle Dee Army]], it is a trapping Final Smash with average initial range and KO potential of a standard Final Smash, making it significantly more reliable at KOing. Unlike Waddle Dee Army, Dedede Burst deals a fixed amount of damage, making it less damaging overall.}} | |||
**{{nerf|Unlike other trapping Final Smashes, it is possible to escape Dedede Burst.}} | |||
==Update history== | ==Update history== |
edits