Project M

King Dedede (PM)

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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)
Stub.png
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.

Overview

One of the Brawl newcomers, Dedede was already a fearsome character thanks to his trusty hammer and menacing grab reach. Rather than a complete redesign, these strengths have been tweaked and his character balanced around them. Although he hasn't received many overt changes, he already transitioned well into a Melee-inspired environment. Thus, he will feel familiar to those who have played him in Brawl; yet seem as if he's always belonged to Melee veterans. Watch out, the king of Dreamland could very well become the king of Smash!

Clobberin' Time

In Project M, Dedede's heavy disjointed wooden hammer grants him long reach and affords him superior spacing options. His jab combo now links properly, giving him a reliable "close range" move, while his forward tilt still covers an immense amount of space. His Forward-Smash still has quite a bit of windup, but now it has more reach to compensate. Up-Smash's overhead sweep has also received a range increase and is a very deadly tool for vertical KOs. Down-Smash now sends opponents behind Dedede - try it as a jab follow-up. While performing Up-Aerial, Dedede will thrust his hammer above his head with great vertical reach. It is no longer a multi-hit move and can pack a surprising punch. But his most effective tool of all is his new Forward-Aerial. It is a full hammer sweep from below, covering an impressively large area in front of him. It is a very intimidating move, but still punishable if baited. Overall Dedede is large and not very agile, but an excellent heavy competitor to Marth.

Jet Hammer

In Brawl, the Jet Hammer was an underused move mostly because much better options were typically available. It took too long to build up and the reward for hitting with it was too low to justify its charge time. This issue was remedied by reducing the time it takes for Jet hammer to load. The result is a quick swing that also provides a momentum boost based on how long the hammer has charged. It can serve as quick, reliable spacing attack, or you can charge up the attack for a devastating finisher. Beware though; when the hammer is fully charged, Dedede struggles to hold it and suffers damage from it. Although damaging, Dedede gains light armor until it is unleashed.

Royal Shenanigans

The King's other special moves are superficially similar in function to how they functioned in Brawl, although have been adapted to the Project M engine. His Inhale still allows King Dedede to set up combos, interrupt an opponent's careless approach, or drag them below the stage.

Super Dedede Jump no longer has super armor on the move, making his recovery less unstoppable and also more reasonable to deal with. However, his Up-B momentum can be cancelled by pressing down, helping against some forms of edge guarding and allowing Dedede to mix up his recovery methods.

Waddle Toss remains a powerful spacing tool, and Dedede can Wavedash into them to instantly toss them. Try experimenting with them to infuse a dash of chaos into the battlefield!

Attributes

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.

  •   Neutral attack combo now links properly, with the infinite hitting significantly faster.
  •   Forward tilt is significantly stronger, dealing twice the amount of damage than before.
  •   Forward smash has more range, and the tip meteor smashes characters who are holding onto ledges.
  •   Up smash deals much more damage and knockback as well as having more range.
  •   Down smash now sends opponents behind himself, allowing him to KO opponents easier and can follow-up better.
  •   Forward aerial has longer range and does more knockback.
  •   Up aerial is now a single hit, which deals less damage but has increased juggling potential for combos.
  •   Down aerial has less hitlag making it hit faster.
  •   Forward throw has greater KO ability and does more damage.
  •   Back throw has stronger KO ability.
  •   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.
  •   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.
  •   Jet Hammer applies a momentum boost on swinging based on the level of charge. King Dedede also gains light armor while charging, and the hammer comes out slightly more quickly, as well as having its KO potential increased slightly.
  •   Better air speed (no longer being the slowest), improving recovery and midair approach.
  •   Dash attack is a slightly stronger KO move, and now gives King Dedede super armor during the attack portion.
  •   Down tilt has less KO potential.
  •   Forward smash has slightly slower startup and lower KO ability.
  •   Back aerial has less KO potential.
  •   Down aerial damage decreased.
  •   Back throw does slightly less damage.
  •   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. However, it does not give a sufficient setup for tech chases to make up for the loss of the chain throw.
  •   Super Dedede Jump no longer has super armor, only having medium armor throughout the rising portion.
  •   Gordos deal slightly less damage.
  •   Has three midair jumps rather than four, worsening his recovery, making it more difficult to land safely, and enforcing more use of Super Dedede Jump.
  •   King Dedede's falling speed is much slower relative to the rest of the cast, now falling much slower than the space animals and falling slower than some other characters. This significantly nerfs his vertical endurance, and nerfed his ability to mix-up landings.
  •   With his nerfed vertical endurance, drastically nerfed recovery that is very easily edge-guarded, and being slightly more vulnerable to combos and chain throws relative to the cast (since his gravity is no longer much slower than his falling speed), his overall survivability is much worse.

Revisions

v2.1

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

v2.5b

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

v2.6b

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

v3.0

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

Moveset

Up to date as of version 2.6b.

Name Damage Description
Neutral attack First hit 6%, Second hit 5%, Following hits 2% each Hits his opponent with two quick swipes of his hammer, then sticks it out in front of him and spins it.
Forward tilt 12% Extends his hammer forward and spins it quickly.
Up tilt 12% Sets his hammer down and quickly jumps upwards while headbutting.
Down tilt 10% Does a sweeping kick low to the ground.
Dash attack 16% Trips and falls over forwards.
Forward smash 24% (sweetspot); 12% (sourspot); 12% (ledge); 5% (wave) Raises his hammer over his head and swings it in front of him. Creates a larger hitbox on impact with the ground than in Brawl. If the hammer comes into contact with a ledge that a character is grabbing, that character will be meteor smashed.
Up smash 22% Pulls his hammer back then swings it vertically over his head. Does significantly more damage than in Brawl.
Down smash 15% Swings his hammer near the ground on both sides of him.
Neutral aerial 12% first hit, 7% second hit 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. Has a larger hitbox than in Brawl.
Back aerial 13% initial hitbox, 9% subsequent hitbox Extends a foot backward. Is a sex kick.
Up aerial 12% Spins his hammer above his head.
Down aerial 2% each for the first six hits, 5% for the final hit, 17% if all hits connect Extends his hammer below him and spins it.
Grab Grabs the opponent.
Pummel 3% per pummel Lays his hammer down and headbutts the opponent.
Forward throw 14% Hits the opponent with his hammer. Does 2% more damage than in Brawl.
Back throw 15% Pushes the opponent behind him, then hits them with his hammer. Does 1% less than in Brawl.
Up throw 9% Thrusts both his hands upwards, hitting the opponent.
Down throw 8% Slams the opponent into the ground and sits on them. Unlike Brawl, the opponent always falls over, and therefore can not be instantly grabbed again.
Floor attack (front) 6%
Floor attack (back) 6%
Floor attack (trip) 5%
Edge attack (fast) 8% 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 10% upon spitting the opponent out, 9-18% to anybody that is hit by that opponent 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. The Gordos also deal 1% less damage.
Up special Super Dedede Jump 6% while he is traveling upwards, 15% when he is traveling downwards 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 11-30% 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.
Final Smash Waddle Dee Army varies Whistles, and then dances for ten seconds while Waddle Dees, Waddle Doos, and Gordoes 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

External links