More actions
Once the opponent is off stage, Dedede can use his swordie-like sweeping F-Air to edgeguard. His Dash Attack, while slow, can serve as a 2-frame option that kills extremely early and is active for many frames, working especially well on characters with linear recoveries like Donkey Kong. Where Dedede really excels is in the ledge trapping department, as Gordo provides a huge amount of ledge pressure, and can be used in combination with other attacks; most commonly F-Tilt, Down Smash, B-Air, or Jet Hammer.
While Dedede does not have a very complex combo game, he is able to get some simple follow ups off of Grab and a few kill confirms. On the flip side, Dedede's large hurtbox and frame 4 air dodge makes him susceptible to extended combos from many characters. Although, as a superheavy with a good recovery, Dedede doesn't mind taking the damage that much since he will often live to a higher percent than his opponent, and benefits from rage. Outside of getting off the ledge, Dedede can use his multiple jumps and fast fall speed to escape disadvantage.
King Dedede is a hard hitting trapper that excels at ledge play using many techniques with his side special, Gordo, to get disastrous kills. | |
Pros | Cons |
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Normal Attacks
Jab Sequence
+ + (Holdable)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
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Jab 1 | 2.5 | 10 | 33 | 361/180 | -18 | N/A |
A jab with decent kill power and neutral application in grounded play.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Jab 1 | 35/25 | 15 | N/A | N/A | 4 |
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Jab 2 | 2.2 | 11-12 | 28 | 361/180 | -13 to -12 | N/A |
It is common practice to use Jab 2 as a poke, as it is safer on shield than F-Tilt and less committal.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Jab 2 | 35/30/25 | 15/12 | N/A | N/A | 3 |
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Rapid Jab | 0.5 | 1/4/7/10/13/16... | 22 | 361 | NaN | N/A |
Description
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Rapid Jab | 10/8 | 12 | N/A | N/A | 4 |
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Rapid Jab Finisher | 3.0 | 4 | 50 | 70 | -41 | N/A |
Description
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Rapid Jab Finisher | 80 | 162 | N/A | N/A | 4 |
Dash Attack
Dash/Run State +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Clean | 16.0 | 26-27 | 67 | 361 | -26 to -25 | N/A |
Late | 13.0 | 28-41 | 67 | 361 | -26 to -13 | N/A |
Dash attack is most notably used as a 2-frame option at ledge due to its large, lingering hitbox and kill power that can take stocks very early should a successful 2-frame be landed. It is also a decent hard punish tool should an opponent be very minus or in a stunned state, but its slow startup and high endlag make it very reactable in a neutral context and should be avoided. The move can high profile moves in hyper-specific contexts, which may be used in a player's own discretion.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Clean | 65 | 92 | N/A | N/A | 14 | ||||||||
Late | 55 | 92 | N/A | N/A | 12 |
Tilt Attacks
Forward Tilt Attack
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Multihits | 2.0 | 12-21 | 49 | 22/100/250 | -33 to -24 | N/A |
Final Hit | 3.0 | 23 | 49 | 50 | -21 | N/A |
A neutral poking tool, ledgetrapping tool, and whiff punish tool. It lacks kill power but sends far enough to often put King Dedede in an advantageous state in terms of positioning. Its disjoint and activity make it a very strong option to cover a lot of options, especially when paired with Gordo.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Multihits | 60 FKB/50 FKB/30 FKB/26 FKB | 100 | N/A | N/A | 3 | ||||||||
Final Hit | 30 | 190 | N/A | N/A | 4 |
Up Tilt Attack
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
11.5/9.5 | 7-13 | 39 | 96 | -20 to -14/-22 to -16 |
This is one of King Dedede's fastest kill moves and a decent anti-air. It combos well after a landing late Neutral Air and can be used as a juggling tool to beat out vertical approaches when timed. Has decent pushback that can occasionally avoid an OOS Grab, but is generally unsafe to use on shield.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
65 | 94 | N/A | N/A | 11/9 |
Down Tilt Attack
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Clean | 10.0 | 6-7 | 38 | 35 | -21 to -20 | N/A |
Late | 6.0 | 8-11 | 38 | 35 | -23 to -20 | N/A |
This is arguably King Dedede's only burst option, and comes with the upside of sending at a steep angle that sets up tech chases as well as ending stocks. This can be used as a quick whiff punish tool but should be used sparingly in neutral and during approaches, as it is unsafe on block and leaves King Dedede very vulnerable to a punish from the opponent.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Clean | 60 | 75 | N/A | N/A | 10 | ||||||||
Late | 60 | 75 | N/A | N/A | 6 |
Smash Attacks
Forward Smash Attack
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 0.0/16.00/24 charged | 40-41 | 78 | 0/45 | -35 to -34/-26 to -25-35 to -34/-22 to -21 charged | N/A |
Clean | 18.5/25.027.75/37.5 charged | 42-43 | 78 | 45/361 | -23 to -22/-19 to -18-17 to -16/-12 to -11 charged | N/A |
Shockwave | 11.016.5 charged | 44 | 78 | 60 | -25-22 charged | N/A |
Forward Smash is King Dedede's strongest kill move, leading to incredibly early stocks should a fully charged Forward Smash sweetspot be landed at ledge (often in combination with a Gordo in a ledgetrap situation). The move lacks application in neutral, and is more so used as a hard punish on very laggy moves and hard reads, making it high-risk high-reward move. Its hitbox is deceptively large with a shockwave at the end of the move, with very little knockback but can protect Dedede from punishes should it land in a similar fashion to the stars on Up B's landing.
It can be used as an anti-air due to its sweeping angle, but is not recommended due to its framedata and reactability.
- Has a spike hitbox that does 0%, used to connect hits into the strong hitbox more reliably
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 0/85 | 0/55 | N/A | N/A | 2/112/5 charged | ||||||||
Clean | 50/70 | 85/74 | N/A | N/A | 12/166/7 charged | ||||||||
Shockwave | 100 | 30 | N/A | N/A | 84 charged |
Up Smash Attack
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
16.0/10.024/15 charged | 17-24 | 68 | 80 | -39 to -32/-43 to -36-35 to -28/-40 to -33 charged | N/A |
Up Smash is a useful kill move and a decent OOS option coming out at frame 17, which in certain situations can lead to a stock. This can be comboed into from N-Air at low percents, and be used as a coverage option in ledgetraps (see Gordo Throw for more details on ledgetrapping). This move is most often used as an OOS option and an anti-air, with the intent to end stocks as its high launch often sets ups juggle situations as opposed to followups. As outlined under Inhale, it can be buffered using BIRD to hard cover a neutral airdodge.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
40 | 95/96 | N/A | N/A | 11/75/4 charged |
Down Smash Attack
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
13.019.5 charged | 14-22 | 53 | 30/361 | -29 to -21-25 to -17 charged | N/A |
A strong coverage option in ledgetraps that covers many options including roll due to its speed and hitbox on both sides of King Dedede. Should the behind hitbox be hit, it will often have enough launch to keep King Dedede in an advantageous position and potentially setup another ledgetrap on the opposite side of the stage.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
60 | 80 | N/A | N/A | 95 charged |
Air Attacks
Neutral Air Attack
Air State +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Clean | 12.0 | 7-8 | 40 | 60 | -4 | N/A |
Late | 7.0 | 9-29 | 40 | 80 | -6 | N/A |
King Dedede's bread and butter move. Neutral Air is essentially the main move that you'll see in King Dedede's combos right next to his Down Throw. In some instances, it can even combo into itself.
Neutral Air has two hitboxes, weak and strong. In combos, you're mainly using the weak hitbox in order to launch the opponent in an upward angle, which can be capitalized into another Neutral Air, Inhale, or even a grab. The strong hitbox is typically used to end combos in the mid percent range or anti air.
Despite this being King Dedede's most effective combo starter, it is not by any means safe on shield - even when optimally performed, it's at best only -4 on shield. Additionally, while this is King Dedede's fastest option OOS, it's still only frame 10 and, due to being an aerial, misses smaller characters. Keep this in mind when fighting smaller characters in the roster.
The move can clank with other buttons such as Snake's Up Smash as an example, and can be used to stuff out certain moves of other characters, which gives King Dedede a slight edge in matchups like Min Min.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Clean | 40 | 95 | 9 | 1-2, 35+ | 5 | ||||||||
Late | 40 | 95 | 9 | 1-2, 35+ | 3 |
Forward Air Attack
Air State + +
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
12.0 | 13-15 | 42 | 361 | -13 | N/A |
F-Air is a very swordy-esque aerial with similar application. In a neutral context it is common practice to do what is known as "Retreating F-Air", which involves drifting back with a short-hop paired with F-Air to stuff out approaches and cover Dedede's retreat. It is unsafe on block, but can be made more safe with maximum spacing (still unsafe against a lot of the cast). Its large disjointed hitbox makes it a strong air-to-air for stuffing out aerial approaches and controlling the stage.
Paired with Dedede's multiple jumps and recovery, F-Air is a strong option in edgeguards off-stage, and can often times end the stock on hit.
F-Air is one of the most consistent followups following a Down Throw, and is one of Dedede's bnb's for racking up percent.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
15 | 98 | 18 | 1-4, 40+ | 5 |
Backward Air Attack
Air State + +
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
16.0 | 17-19 | 38 | 361 | -7 | N/A |
Understanding B-Air is a crucial aspect of King Dedede's gameplay, as it is an incredibly strong aerial with a large disjoint. With maximum spacing this aerial is relatively safe, making it a decent poking tool. Such landing pairs very well when mixed with Inhale, as it creates a somewhat strike-throw mixup for the opponent, which is another crucial part of King Dedede's neutral and pressure. Its large disjoint allows Dedede to challenge a lot of moves, and ends stocks off stage even earlier than F-Air.
B-Air also has ledgetrapping applications that can be found under Gordo's information.
A unique technique with B-Air involves planking, which is letting go of ledge, jumping the opposite direction and proceeding to repeatedly B-Air towards stage, which can catch opponents that don't respect Dedede's space as well as stuff out buttons due to its disjoint. This should be done when appropriate, as it leaves Dedede very vulnerable on the ledge regrab due to his now lost ledge invuln.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
30 | 88 | 13 | 1-4, 33+ | 6 |
Up Air Attack
Air State + +
-
Which way do you DI? Flip a coin
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Multihits x7, Side Hitboxes | 1.0 | 10/12/14/16/18/20 | 45 | 367 | -11 | N/A |
Multihits x7, Hammer Tip Hitbox | 1.0 | 10/12/14/16/18/20 | 45 | 95 | -11 | N/A |
Final Hit | 5.0 | 24-25 | 45 | 60 | -10 | N/A |
U-Air is a strong juggling tool due to its disjoint and kill power. It can also be used to shark through the ledge to catch opponents that don't respect Dedede's recovery.
Its launch angle is a little deceptive, but it depends on what side of the hammer the opponent is on at the time of the final hit (if on the right side, they are launched up and right, and up and left for the left side).
U-Air is a strong followup after an opponent DI's in after falling late N-Air or Down Throw, so whilst DI dependent, it is a decent kill confirm off the top.
It has niche application against tethers and other recoveries due to its lingering hitbox, but can be risky considering Dedede actively needs to position himself under the ledge, leaving him vulnerable should the U-Air not connect.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Multihits x7, Side Hitboxes | 20 FKB | 100 | 13 | 1-4, 42+ | 2 | ||||||||
Multihits x7, Hammer Tip Hitbox | 40 FKB | 100 | 13 | 1-4, 42+ | 2 | ||||||||
Final Hit | 55 | 167 | 13 | 1-4, 42+ | 3 |
Down Air Attack
Air State + +
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
15.0/8.0Hammer Tip/Sourspot | 22-24 | 48 | 270/361 | -13/-14 | N/A |
D-Air has little to no neutral application, and is considered one of the worst moves in Dedede's kit. It has little to no combo routes on the spike and sour-spot, and lacks an oppressive startup or hitbox.
Where this move is used however is off-stage as a typical spike, which when landed will usually have enough downward launch to stop a recovery against characters with limited vertical recovery. The sour spot is surprisingly strong and can catch opponents off guard leading to stocks, but has very limited application.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
20 | 90/100 | 18 | 1-6, 44+ | 5/4 |
Special Attacks
Inhale
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Windbox | 0.0 | 1-18 | 19 | 170/0 | -16 to 1 | N/A |
Start | N/A | 14-16 | 17 | N/A | N/A | Intangibile armor 4-18 infinite hp |
- 1.5x reflector multiplier
- Useful for tomahawks from above
Inhale is one of King Dedede's best moves for its versatility and mixups. Inhale is best used for tomahawking your opponent by making them anticipate an attack making them shield while you manage to grab them. While in Inhale, your opponent is able to mash out similar to a regular grab. You can choose to either spit them out or let them mash out and punish their option. The only actions that King Dedede can perform during this are moving around, spitting out, as well as jumping.
BIRD (which stands for Buffered Inhale Reverse Dynamic) is a tech that has been around since Super Smash Bros. Brawl that allows King Dedede to buffer an option during Inhale to perform as soon as the opponent mashes out. This can either be buffered at the very beginning of the move, during the turnaround animation, or while midair. The most common moves to buffer in this state are Up Tilt as it comes out the fastest, Up Smash to catch neutral airdodges, and Jet Hammer to catch committal directional airdodges.
Additionally, Inhale can be used as a reflector for projectiles. Not all projectiles can be inhaled, such as Byleth's fully charged Failnaught. When inhaled, all previous multipliers are reset and King Dedede applies his 1.5x reflector multiplier. For example, a Gordo pocketed by Villager will be 1.9x more powerful. King Dedede's Inhale will reset this multiplier and apply his own 1.5x multiplier instead.
Inhale's reflector is most commonly used in order to mixup Gordo timings and provide unique angles to damage far away opponents that normally isn't possible with regular Gordo Throw angles. Mastering these angles are fundamental to King Dedede's advantage state and edgeguarding.
A more impractical application is known by many names including Swallowcide, Dede-cide, or the 'Suck and Cuck'. This involves inhaling the opponent and walking offstage and falling into the blastzone with them still in Dedede's mouth. Depending on percent, this can be difficult to mash out of, but comes with the downside of having Dedede die first should it be a final stock situation. To avoid this, Dedede can opt to spit the opponent out before reaching the blastzone, which can prohibit some characters from recovering back to stage.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Windbox | 30 FKB/10 FKB/0 | 100/0 | N/A | N/A | 2 | ||||||||
Start | N/A | N/A | N/A | N/A | N/A |
Gordo Throw
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hammer | 10.0 | 29-30 | 59 | 361 | -19 to -18 | N/A |
Projectile | 14.0/12.5/11.0/9.5 | 1-5 | 6 | 60 | 116/14/13/12 to 516/14/13/12/016/14/13/12 to 416/14/13/12 | N/A |
Wall | 10.0 | 1-4 | 5 | 75 | 9 to 12 | N/A |
Gordo is King Dedede's main win condition, as it is the very move that makes his ledgetrapping so threatening. Typically Gordo will be used when King Dedede is in advantage due to its startup and risk of being knocked back at King Dedede. Gordo can be thrown at 3 different angles using the analog stick; up, forward, and down (There also exists differences when the input is 'tilted' or 'smashed'). Up gordo is typically the most applicable particularly at ledge, as it is present in the desired space for longer, and covers jump depending on the opponent's timing.
Gordo has the ability to stick to the ledge when coming into contact with it, at an approximated 50-60% success rate. Methods to stick the Gordo include running off stage and tossing it to land on the ledge, or Gordo Spitting it at the ledge through the use of Inhale. Should a stick be successful, the Gordo will remain in place with an active hitbox for a few seconds before despawning. A stuck Gordo prohibits many characters from recovering via the ledge, forcing them to either take the Gordo hit which can be followed up by a plethora of moves, or recover high which is an option Dedede is well suited to cover due to his multiple jumps.
The standard theory behind a ledgetrap with gordo is to throw an up gordo (or a c-stick up gordo, another unique angle that is particularly useful) about a roll's distance away from ledge and then cover options by a read or on reaction. When spaced correctly, the Gordo on the final bounce will bounce off the stage and hit an opponent should they hang onto the ledge for too long. This threat is what forces an option from the opponent, as should they hold onto ledge, they will be hit by Gordo and King Dedede will reset into another ledge trap. Common moves paired into ledgetraps are:
- Forward Tilt to cover Neutral Getup, Getup Attack, and Roll
- Jet Hammer to beat through Getup Attack and hit ledge hang
- Dash Attack to hit ledge hang or in specific contexts high profile getup attack
- Back Air to cover jump, Getup Attack and Neutral Getup
- Up Smash and Down Smash to cover roll
- Forward Smash to cover Neutral getup and Getup attack, with the advantage of occasionally knocking back a Gordo should it be reflected based on timing
Gordo also has its application in disadvantage, namely with Gordo back to stage when recovering to hit an opponent that attempts to edgeguard, as well as an option from ledge, as the hammer hit occasionally allows it to stuff out an opponent's move and have them be hit by Gordo. Both contexts leave King Dedede very vulnerable on whiff however, and should be used when appropriate and sparingly.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hammer | 30 | 100 | N/A | N/A | 10 | ||||||||
Projectile | 70 | 66 | N/A | N/A | 5/4 | ||||||||
Wall | 50 | 50 | N/A | N/A | 4 |
Super Dedede Jump
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Descent Hitbox | 15.0 | 73-121 | 122 | 270 | -34 to 14 | all armor 73-80 infinite hp |
Landing, Shockwave | 12.0 | 3-4 | 60 | 90/60 | -45 to -44 | N/A |
Landing, Stars | 5.0 | 5-24 | 60 | 70 | -46 to -27 | N/A |
Super Dedede Jump is a move that allows King Dedede to come back from the depths of the stage near the blast zone with not only invincibility frames on startup, but also super armor while rising, super armor for some frames while falling, as well as projectile stars to protect him upon landing. The jump can either be completely vertical or with horizontal momentum as well depending on how the Control Stick is held. If the move hits an opponent not shielded, the opponent will end up in the buried state. While this often doesn't matter since the next hitbox launches the opponent out of the buried state, it is possible to cancel the final hitbox.
Super Dedede Jump is able to be cancelled out of via an up or special input. This causes King Dedede to "flip" out of the move, entering freefall. This enables him to flip out during the hitstop of burying an opponent on stage. However, flipping out of the move too close to the ground will cause King Dedede to enter an animation upon hitting the ground where he pulls himself up, leaving himself vulnerable for around 1.5 seconds.
This move has a meteor effect upon landing, giving King Dedede the unique opportunity to zero to death at 0% by timing a Gordo hit with the downward hitbox of Super Dedede Jump. During the hitstop of the meteor effect, it is possible to flip out via an up or special input, allowing King Dedede to live through the zero to death.
A special technique to live through 2-frame attempts is to hold down whilst recovering to ledge during Super Dedede Jump. Doing so will make use of the move's super armour, tanking the 2-frame hit. After armouring through, and up or special input will put King Dedede into the "flip" in which he can then grab ledge safely.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Descent Hitbox | 60 | 90/80 | N/A | N/A | 14 | ||||||||
Landing, Shockwave | 105/100 | 70/82 | N/A | N/A | 11 | ||||||||
Landing, Stars | 8 | 65 | N/A | N/A | 3 |
Jet Hammer
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Ground, Min | 12.0 | 10-11 + 17 Charging State | 51 | 361 | -29 to -28 | all armor 1-14 infinite hp |
Ground, Max | 40.0/30.0 | 9-11 + 136+ Charging State | 70 | 361 | -26 to -24/-34 to -32 | all armor 1-14 infinite hp |
Aerial, Min | 11.0 | 10-11 + 17 Charging State | 51 | 361 | -30 to -29 | N/A |
Aerial, Max | 32.0/22.0 | 9-11 + 136+ Charging State | 70 | 361 | -33 to -31/-41 to -39 | N/A |
Jet Hammer has fairly limited neutral application due to its restriction of movement and slow startup, but definitely can create a fear factor in an opponent due to its kill power and ability to break shields. This threat of shield break is particularly threatening when paired with the zero-to-death outlined under Super Dedede Jump.
Being in the charging state restricts Dedede to a slow movement speed in which he can only move forward, turn around, or jump (only once however each time before returning to the ground, as Dedede's double jump and multiple jumps do not apply when in this state).
Once fully charged, the move begins to slowly damage Dedede up to 100%. When Dedede's percent is greater than 100, this self-damaging effect ceases.
Upon releasing on the ground, Dedede receives super armour and can power through moves that attempt to hit Dedede during Jet Hammer's charge, but it is worth noting that this super armour is not gained when released in the air.
Jet Hammer is a very strong option when used in ledgetrap situations because of this super armour property, as when timed right it can power through getup attack and end the stock quite early. Dedede's Gordo ledgetraps are at risk of having the Gordo be knocked back at Dedede, but with timing Dedede can power through the knocked back Gordo and potentially land a devastating blow on the opponent. In addition to this, Jet Hammer also reaches ledgehang, which pressures an opponent to choose an option from ledge to avoid being hit by Jet Hammer.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ground, Min | 30 | 100 | N/A | N/A | 11 | ||||||||
Ground, Max | 60 | 46 | N/A | N/A | 34/26 | ||||||||
Aerial, Min | 30 | 100 | N/A | N/A | 10 | ||||||||
Aerial, Max | 60 | 54 | N/A | N/A | 27/19 |
Grabs & Pummel
Grab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Grabbox | N/A | 8-10 | 40 | N/A | N/A | N/A |
Description
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Grabbox | N/A | N/A | N/A | N/A | N/A |
Dash Grab
Dash/Run State +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Grabbox | N/A | 11-13 | 48 | N/A | N/A | N/A |
Description
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Grabbox | N/A | N/A | N/A | N/A | N/A |
Pivot Grab
Dash/Run State + +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Grabbox | N/A | 12-14 | 43 | N/A | N/A | N/A |
Description
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Grabbox | N/A | N/A | N/A | N/A | N/A |
Pummel
Grab State +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hitbox | 1.6 | 2 | 8 | 361 | -2 | N/A |
Description
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hitbox | 30 FKB | 100 | N/A | N/A | 3 |
Throws
Forward Throw
Grab State +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hit 1 | 4.0 | 12-13 | 38 | 361 | -20 to -19 | all invincible 1-14 |
Throw | 6.0 | 14 | 38 | 45 | N/A | all invincible 1-14 |
A useful throw at ledge to set up an edgeguard/ledgetrap situation or for throwing the opponent into an active Gordo, but lacks combo routes and kill power.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 30 | 150 | N/A | N/A | 5 | ||||||||
Throw | 70 | 80 | N/A | N/A | N/A |
Backward Throw
Grab State +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hit 1 | 4.0 | 16-18 | 42 | 361 | -20 to -18 | all invincible 1-19 |
Throw | 9.0 | 19 | 42 | 60 | N/A | all invincible 1-19 |
Used to setup edgeguard/ledgetrap situations, but lacks kill power due to a high angle.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 30 | 150 | N/A | N/A | 5 | ||||||||
Throw | 60 | 79 | N/A | N/A | N/A |
Upward Throw
Grab State +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hit 1 | 4.0 | 16-18 | 40 | 361 | -18 to -16 | all invincible 1-19 |
Throw | 5.0 | 19 | 40 | 90 | N/A | all invincible 1-19 |
Used to combo into Up Air at low percents or set up juggle situations.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 30 | 80 | N/A | N/A | 5 | ||||||||
Throw | 70 | 72 | N/A | N/A | N/A |
Downward Throw
Grab State +
-
Combo throw at low percents
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
6.0 | 26 | 42 | 80 | N/A | all invincible 1-26 |
Down Throw is where King Dedede gets a lot of his combos from. Easily used to transition into Neutral Air or Forward Air as well as some others for mixups.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
70 | 82 | N/A | N/A | N/A |
Misc. Attacks
Ledge Attack
Ledge State +
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
10.0 | 24-26 | 56 | 45 | -21 to -19 | all intangible 1-26 |
- PlaceHolder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
90 | 20 | N/A | N/A | 10 |
Getup Attack
Floor State +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Facing Up | 7.0 | 18-24 | 46 | 48 | -20 to -14 | all intangible 1-24 |
Facing Down | 7.0 | 18-24 | 46 | 48 | -20 to -14 | all intangible 1-24 |
It's a Getup Attack.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Facing Up | 80 | 48 | N/A | N/A | 7 | ||||||||
Facing Down | 80 | 48 | N/A | N/A | 7 |
Trip Attack
Trip State +
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
5.0 | 19-32 | 50 | 361 | -24 to -11 | all intangible 1-7 |
- PlaceHolder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
60 | 50 | N/A | N/A | 6 |
To edit frame data, edit values in SSBU/King Dedede/Data. |
Essentials
• Controls • FAQ •
The Basics
• Movement •
Offense •
Defense •
Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
Archived Information
• Patch Notes • Tier Lists • Alternate Resources • Discords •
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