Welcome to SmashWiki! Log in or create an account and join the community, and don't forget to read this first!
Notices
The Skill parameter has been removed from Smasher infoboxes, and in its place are the new "Best historical ranking" and "Best tournament result" parameters. SmashWiki needs help adding these new parameters to Smasher infoboxes, refer to the guidelines here for what should be included in these new parameters.
When adding results to Smasher pages, include each tournament's entrant number in addition to the player's placement, and use the {{Trn}} template with the matching game specified. Please also fix old results on Smasher pages that do not abide to this standard. Refer to our Smasher article guidelines to see how results tables should be formatted.
Check out our project page for ongoing projects that SmashWiki needs help with.
Super Smash Bros. Brawl

King Dedede (SSBB)/Neutral attack/Hit 2

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search

Overview

The second hit of King Dedede's neutral attack is mostly held back by the first hit's startup, making it effectively frame 30. The first hit does not lead into the second hit at all, allowing players to shield the second hit if they get hit by the first hit. However, on hit, it's is rather decent with its knockback increasing a fair amount as the opponent's percent increases. It can lead into a grab or down tilt at higher percents. It's not too bad on shield either, being -15 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