Super Smash Bros. Brawl

King Dedede (SSBB)/Neutral attack/Hit 2: Difference between revisions

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(Added some minor data just to get the competitive expertise tag out the way. May go through the other pages.)
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==Overview==
==Overview==
{{competitive expertise}}
The second hit of {{SSBB|King Dedede}}'s neutral attack is mostly held back by the first hit's startup, making it effectively frame 23. However, on hit, it's a good combo starter, allowing for a {{mvsub|King Dedede|SSBB|grab}} or {{mvsub|King Dedede|SSBB|forward tilt}} at around 50%. It's not awful on [[shield]] either, as the [[King Dedede (SSBB)/Neutral attack/Infinite|rapid jab portion]] is -7 on shield.
 
==Hitboxes==
==Hitboxes==
{{BrawlHitboxTableHeader}}
{{BrawlHitboxTableHeader}}

Revision as of 07:58, June 18, 2021

Overview

The second hit of King Dedede's neutral attack is mostly held back by the first hit's startup, making it effectively frame 23. However, on hit, it's a good combo starter, allowing for a grab or forward tilt at around 50%. It's not awful on shield either, as the rapid jab portion is -7 on shield.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 5% 0 AngleIcon85.png 20 50 0 6.0 56 0.0 0.0 0.0 1.0x 1.0x 20% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hammer (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Thwomp SpecialsDirect.png
1 0 5% 0 AngleIcon85.png 20 50 0 3.5 56 -6.0 0.0 0.0 1.0x 1.0x 20% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hammer (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Thwomp SpecialsDirect.png
2 0 5% 0 AngleIcon85.png 20 50 0 3.5 56 -12.0 0.0 0.0 1.0x 1.0x 20% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hammer (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Thwomp SpecialsDirect.png

Timing

Hitboxes 11-12
Earliest continuable 26
Interruptible 28
Animation length 30
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagContinuableS).png FrameIcon(LagContinuableE).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(BlankContinuableS).pngFrameIcon(BlankContinuableE).png
Earliest continuable point
Interruptibility
Interruptible