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==Attributes== | ==Attributes== | ||
King Dedede is tied for the third heaviest character in the game alongside {{SSBU|Donkey Kong}}, making him a [[Weight|super heavyweight]]. King Dedede shares some | King Dedede is tied for the third heaviest character in the game alongside {{SSBU|Donkey Kong}}, making him a [[Weight|super heavyweight]]. King Dedede shares some archetypical attributes with other heavyweights, such as a high damage output, high KO potential, great endurance, quick [[Falling speed|falling]] and [[fast fall]]ing speeds (both tied for 2nd and 3rd fastest, respectively), overall sluggish mobility, large size and a high susceptibility to combos. In addition to possessing an average [[initial dash]] and the 30th highest [[gravity]], he has the 28th slowest [[Walk|walking speed]], 11th slowest [[Dash|dashing speed]], the slowest [[air speed]] in the game, and is tied for the 5th slowest [[air acceleration]]. To counteract these flaws, however, King Dedede is gifted with four [[Double jump|midair jump]]s. | ||
As a super | As a super heavyweight, King Dedede boasts immense endurance, both vertically and horizontally. His massive weight makes him difficult to launch, and his incredibly fast falling speed lets him return to the ground quickly. Despite having the worst air mobility, his four midair jumps and [[Super Dedede Jump]], the latter of which travels a considerable vertical distance and has [[super armor]] during its ascent and descent, gives him great [[recovery]] for a heavyweight. Super Dedede Jump also has a [[meteor smash]] hitbox during its descent, making it risky to intercept if he recovers high. His [[tech]] rolls are unnaturally long-distanced for a character of his size, making him difficult to [[tech-chase]]. Finally, King Dedede's trademark hammer grants him a long disjoint in several of his attacks, allowing him to safely [[space]] his opponents, especially if they are slow and have worse range than him. | ||
True to a super heavyweight | True to a super heavyweight, King Dedede is gifted with an abundance of finishers. King Dedede's [[dash attack]] is a notable example, as it deals huge damage, and reliably KOs under 100%, while being able to KO as low as below 60% near the ledge. King Dedede's [[smash attack]]s all possess great power, great disjointed range, and [[transcendent priority]], while possessing their own perks: [[forward smash]] can reliably KO from 60% and below in most situations, has deceptively short ending lag for an attack of its power, while also being able to deal severe [[shield damage]], making it an intimidating shield pressuring tool; up smash reliably KOs from anywhere on-stage around 100ish% without rage, while covering a large space all-around Dedede; lastly, down smash is his fastest smash attack in his arsenal and covers significant horizontal distance around both sides of Dedede, while easily KOing below 100% near the ledge and around 125% from center. | ||
The rest of King Dedede's grounded moveset comes with merits: neutral attack can be useful for racking up damage, while the finisher's unique vertical knockback allows this move to KO at 150% under [[rage]]. King Dedede's forward tilt sports good range and startup lag, while its multiple hits are effective for dealing damage and starting combos, while also trapping rolling or floor-bound opponents; up tilt has quick startup lag and good range, allowing it to combo into itself while dealing good damage and leaving King Dedede's body and head [[intangible]]; | The rest of King Dedede's grounded moveset comes with merits: [[neutral attack]] can be useful for racking up damage, while the finisher's unique vertical knockback allows this move to KO at 150% under [[rage]]. King Dedede's [[forward tilt]] sports good range and startup lag, while its multiple hits are effective for dealing damage and starting combos, while also trapping rolling or floor-bound opponents; [[up tilt]] has quick startup lag and good range, allowing it to combo into itself while dealing good damage and leaving King Dedede's body and head [[intangible]]; finally, down tilt deals good damage and has good range, being able to pursue opponents or retreat from them. | ||
King Dedede's aerial game is also decent, thanks to his multiple midair jumps | King Dedede's aerial game is also decent, thanks to his multiple midair jumps that allow him to stall and bait reactions from opponents. [[Neutral aerial]] is his fastest aerial due to coming out on frame 7, which can disrupt the opponent's combos, and its late hit can also set up combos for Dedede himself, such as up tilt or up air. [[Forward aerial]] has a lot of range in front of Dedede, which is good for spacing with its decent startup lag, and can lead into a [[wall of pain]] at lower percents. [[Back aerial]] is a potent KOing option with a good range behind Dedede, which is also a good option for spacing and landing. [[Up aerial]] can beat out a lot of down aerials thanks to its long range, and it also has strong KO potential. [[Down aerial]], when sweetspotted, is a powerful meteor smash offstage, but its use in general is limited due to its slow startup and small and awkward hitbox. | ||
King Dedede's grab game has perks of its own. Although his grab has merely average range, this problem can be mitigated by [[dash grab]]bing. His pummel is good for racking up on damage, due to its quick speed, which is especially deadly at high percentages; forward throw has good [[edgeguard]]ing potential, being able to follow up with Gordo Toss; back throw is Dedede's strongest throw, dealing the most damage and knockback while having limited degrees of damage racking and edgeguarding potential; up throw can also be used to launch opponents into previously thrown Gordos, and can follow up with an up aerial; | King Dedede's [[grab]] game has perks of its own. Although his grab has merely average range, this problem can be mitigated by [[dash grab]]bing. His [[pummel]] is good for racking up on damage, due to its quick speed, which is especially deadly at high percentages; [[forward throw]] has good [[edgeguard]]ing potential, being able to follow up with Gordo Toss; [[back throw]] is Dedede's strongest throw, dealing the most damage and knockback while having limited degrees of damage racking and edgeguarding potential; [[up throw]] can also be used to launch opponents into previously thrown Gordos, and can follow up with an up aerial; finally, [[down throw]]'s low damage and knockback lend it great combo potential, easily stringing into itself, and initiating combos with Dedede's neutral, forward, and back aerials. As a cherry on top, both forward and back throw can KO at higher precents at the edge, although the latter is mitigated by DI due to its awkward launching angle. | ||
King Dedede's special | King Dedede's [[special move]]set has decent and flexible utility as well. [[Inhale]] functions as a strong command grab that can be [[B-reverse]]d for landing options against shielding opponents on the ground or on platforms above Dedede. The spit can force opponents into a recovering state by sending them offstage or even spit them under the stage, which is perhaps where Dedede is strongest. Inhale also doubles as a [[reflection|reflector]], allowing him to contest against projectile-campers. The Gordos from [[Gordo Throw]] function as powerful stage control options with KO potential in their own right at 140% and above and can set up deadly ledge traps. Finally, [[Jet Hammer]] is an effective punishing tool with heavy armor that deals excellent damage and knockback, and with a maximum charge, it can break full shields. | ||
In spite of these strengths, King Dedede still has noteworthy drawbacks. King Dedede's biggest problem is his [[approach]], which is among the worst in the game. His mobility is sluggish, especially in the air, giving King Dedede immense difficulty catching up to or retreating from his opponents. King Dedede's | In spite of these strengths, King Dedede still has noteworthy drawbacks. King Dedede's biggest problem is his [[approach]], which is among the worst in the game. His mobility is sluggish, especially in the air, giving King Dedede immense difficulty catching up to or retreating from his opponents, as well as speed demons, such as {{SSBU|Sonic}} and {{SSBU|Fox}}, easily outpacing him. King Dedede's poor grounded mobility also makes him over-reliant on [[fox-trotting]] to cover grounded distances, which itself is somewhat predictable. In addition, King Dedede is also brought down by his underwhelming frame-data, which is among the slowest in ''Ultimate'', which makes him vulnerable to punishes should Dedede throw out a move with considerable lag, which further burdens his comittal approach. | ||
Although King Dedede's fast falling speed allows him to easily | Although King Dedede's fast falling speed allows him to easily land, his glacial air speed, large hurtbox, heavy weight and lack of quick evasive options renders him vulnerable to combos and juggling. King Dedede's recovery is further burdened by his aforementioned sluggish air speed and fast falling speed, often forcing him to be reliant on Super Dedede Jump to return onstage. Super Dedede Jump itself, in spite of traveling at a considerable vertical distance, also causes King Dedede to descend extremely quickly; this, coupled with its limited horizontal maneuverability, renders Super Dedede Jump unreliable for recovering at certain distances offstage. In addition, King Dedede is incapable of grabbing ledges during its descent and/or after Super Dedede Jump has travelled enough distance, forcing him to cancel the move while recovering to prevent unintentional [[self-destruct]]s, which is often risky. | ||
King Dedede's other | King Dedede's other [[special move]]s can work against him as well. Inhale has high ending lag, allowing other characters to easily punish him after he finishes the move. Gordo Toss's Gordos can be reflected back at King Dedede via inflicting 2% against the Gordd or higher, dealing immense damage to him and potentially resulting in a self-induced KO, requiring him to exercise caution or utilize Inhale on his reflected Gordos. Jet Hammer also takes a long time to charge, leaving King Dedede susceptible to attack, and its high ending lag leaves him vulnerable to punishment from his opponents. | ||
Overall, King Dedede's high weight, endurance, range, and power allow him to punish his opponents with relative ease and survive for a very long time, but his poor overall mobility makes King Dedede's approach somewhat abysmal and renders his recovery somewhat predictable and | Overall, King Dedede is characterized as a zoner powerhouse. King Dedede's high weight, endurance, range, and power allow him to punish his opponents with relative ease and survive for a very long time, but his poor overall mobility makes King Dedede's approach somewhat abysmal and renders his recovery somewhat predictable and over-reliant on Super Dedede Jump. Dedede players should be careful to not make a mistake, or else they might potentially risk getting heavily punished. | ||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== |
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