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======<span style="visibility:hidden;font-size:0">Overview</span>======
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{Overview
{{Overview
|overview= The self-proclaimed monarch of Dreamland, {{StockIcon|SSBU|King Dedede}} (DDD) is a super heavyweight character that is best known for his large, disjointed hammer attacks, and his powerful ledge trapping tools. Dedede is able to combat the opponent at midrange with attacks like {{clr|aerial|B-Air}} and {{clr|tilt|F-Tilt}}, or mix up his options with a {{clr|grab|Grab}} or {{clr|special|Inhale}}.
|overview={{StockIcon|SSBU|King Dedede}} ({{tt|デデデ大王|Dedede Daiō}}), the self-proclaimed monarch of Dreamland, is a super heavyweight character that is best known for his large, disjointed hammer attacks, and his powerful ledge trapping tools. Dedede is able to combat the opponent at midrange with attacks like {{clr|aerial|B-Air}} and {{clr|tilt|F-Tilt}}, or mix up his options with a {{clr|grab|Grab}} or {{clr|special|Inhale}}.


Once the opponent is off stage, Dedede can use his swordie-like sweeping {{clr|aerial|F-Air}} to edgeguard. His {{clr|tilt|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 {{StockIcon|SSBU|Donkey Kong}}. Where Dedede really excels is in the ledge trapping department, as {{clr|special|Gordo}} provides a huge amount of ledge pressure, and can be used in combination with other attacks; most commonly {{clr|tilt|F-Tilt}}, {{clr|smash|Down Smash}}, {{clr|aerial|B-Air}}, or {{clr|special|Jet Hammer}}.
Once the opponent is off stage, Dedede can use his swordie-like sweeping {{clr|aerial|F-Air}} to edgeguard. His {{clr|tilt|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 {{StockIcon|SSBU|Donkey Kong}}. Where Dedede really excels is in the ledge trapping department, as {{clr|special|Gordo}} provides a huge amount of ledge pressure, and can be used in combination with other attacks; most commonly {{clr|tilt|F-Tilt}}, {{clr|smash|Down Smash}}, {{clr|aerial|B-Air}}, or {{clr|special|Jet Hammer}}.
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While Dedede does not have a very complex combo game, he is able to get some simple follow ups off of {{clr|grab|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.
While Dedede does not have a very complex combo game, he is able to get some simple follow ups off of {{clr|grab|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.


|summary= is a super-heavyweight mid-range character that relies on ledgetrapping the opponent as his main win condition.
|summary=is a hard hitting trapper that excels at ledge play using many techniques with his side special, Gordo, to get disastrous kills.
|pros=
|pros=
*'''Potent ledgetrapping and edgeguarding:''' He can exploit many characters recoveries or ledgetrap them to take stocks early. {{clr|special|Gordo}} in particular can net interesting advantages when utilizing Gordo Stick setups.
*'''Potent ledgetrapping and edgeguarding:''' He can exploit many characters recoveries or ledgetrap them to take stocks early. {{clr|special|Gordo}} in particular can net interesting advantages when utilizing Gordo Stick setups.
*'''Disjointed attacks:''' Dedede's hammer attacks allow him to poke opponents from a safe distance and make retreating swings without putting himself at risk.
*'''Disjointed attacks:''' Dedede's hammer attacks allow him to poke opponents from a safe distance and make retreating swings without putting himself at risk.
*'''High survivability:''' King Dedede is among the heaviest characters in the game, and with his multiple jumps and far reaching recovery in {{clr|special|Super Dedede Jump}}, he can survive into the high percent ranges.
*'''High survivability:''' King Dedede is among the heaviest characters in the game, and with his multiple jumps and far reaching recovery in {{clr|special|Super Dedede Jump}}, he can survive into the high percent ranges, allowing him to make use of rage which allows him to rack up percent more and end stocks earlier.
*'''Matchup Experience:''' King Dedede possesses many properties on moves that can quickly end stocks should opponents not be aware, namely {{clr|special|Jet Hammer}}'s armour, {{clr|special|Jet Hammer}}'s ability to hit ledgehang, BIRD (a technique explained under {{clr|special|Inhale}}), and {{clr|tilt|Dash Attack}}'s ability to 2-frame and hit ledgehang. This makes him a potentially more niche character in a bracket context that can steal games based on matchup inexperience.
*'''Command grab:''' {{clr|special|Inhale}} is an excellent option in Dedede's neutral, as it creates a sort of strike-throw mix into his kit when utilised in tomahawks and b-reversals, netting him good stage control upon a successful {{clr|special|Inhale}} and creating pressure with BIRD (see {{clr|special|Inhale}} for more details).
|cons=
|cons=
*'''Poor Neutral:''' With the worst airspeed in the game and slow options, King Dedede suffers greatly in neutral. He struggles to get in against agile characters like {{StockIcon|SSBU|Sonic}}, and zoners with powerful projectiles like {{StockIcon|SSBU|Samus}}.
*'''Poor Neutral:''' With the worst airspeed in the game and slow options, King Dedede suffers greatly in neutral. He struggles to get in against agile characters like {{StockIcon|SSBU|Sonic}}, and zoners with powerful projectiles like {{StockIcon|SSBU|Samus}}.
*'''Large Hurtbox:''' Dedede's large size makes it easier for opponents to hit him in neutral and disadvantage, and harder for him to escape the ledge.
*'''Large Hurtbox:''' Dedede's large size makes it easier for opponents to hit him in neutral and disadvantage, and harder for him to escape the ledge.
*'''Interactable Offense:''' {{clr|special|Gordo}} can be reflected back by any character, putting Dedede in a vulnerable position.
*'''Interactable Offense:''' {{clr|special|Gordo}} can be reflected back by any character, putting Dedede in a vulnerable position.
*'''Weak to Shield Pressure: ''' King Dedede suffers from poor out of shield options. While Neutral Air only hits taller characters in the cast and short characters like {{StockIcon|SSBU|Pikachu}} can avoid it entirely and easily punish. {{clr|tilt|Down Tilt}} and {{clr|smash|Up Smash}} are much slower and only applicable when an opponent uses an unsafe move.
*'''Weak to Shield Pressure: ''' King Dedede suffers from poor out of shield options. While Neutral Air only hits taller characters in the cast and short characters like {{StockIcon|SSBU|Pikachu}} can avoid it entirely and easily punish. {{clr|tilt|Down Tilt}} and {{clr|smash|Up Smash}} are much slower and only applicable when an opponent uses an unsafe move.
*'''Poor Shield Pressure:''' Majority of Dedede's moves are heavily minus on block, often having him be punished for having his moves be shielded, which suffers further with Dedede's lack of shield damage outside of moves such as fully charged {{clr|special|Jet Hammer}}.
|weight = 127
|weight=127
|spotDodge = 23F (3~18F intangible)
|airDodge = 4~32F intangible (Neutral)<br>4~23F intangible (Directional)
|spotDodge= 23F (3-18F intangible)
|airDodge= 4-32F intangible (Neutral)<br>4-23F intangible (Directional)
|uro= Four Midair Jumps
|uro=Four Midair Jumps
|fastestOOS = {{clr|aerial|N-Air}} (10F) <br> {{clr|tilt|Down Tilt}}/{{clr|smash|Up Smash}} (17F)
|fastestOOS={{clr|aerial|N-Air}} (10F)
}}
}}


==Normal Moves==
== Normal Attacks ==
=== {{clr|tilt|Jab}} ===
=== {{clr|tilt|Jab Sequence}} ===
<big>{{Prompt|A}}</big>
{{Prompt|A}} + {{Prompt|A}} + {{Prompt|A}} (Holdable)
{{SSBU Move Card
{{SSBU Move Card
|attack=Jab
|attack=Jab 1
|specificHits=yes
|specificHits=yes
|description=
|description=
A jab with decent kill power and neutral application in grounded play. It is common practice to use {{clr|tilt|Jab 2}} as a poke, as it is safer on shield than {{clr|tilt|F-Tilt}} and less committal.
A jab with decent kill power and neutral application in grounded play.

}}
{{SSBU Move Card
|attack=Jab 2
|specificHits=yes
|description=
It is common practice to use {{clr|tilt|Jab 2}} as a poke, as it is safer on shield than {{clr|tilt|F-Tilt}} and less committal.

}}
{{SSBU Move Card
|attack=Rapid Jab
|specificHits=yes
|description=
Description

}}
{{SSBU Move Card
|attack=Rapid Jab Finisher
|specificHits=yes
|description=
Description

}}

=== {{clr|tilt|Dash Attack}} ===
Dash/Run State + {{Prompt|A}}
{{SSBU Move Card
|attack=Dash Attack
|specificHits=yes
|description=
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.

}}
}}


=== {{clr|tilt|Forward Tilt}} ===
== Tilt Attacks ==
=== {{clr|tilt|Forward Tilt Attack}} ===
<big>{{Prompt|Analog Left}} / {{Prompt|Analog Right}} + {{Prompt|A}}</big>
{{Prompt|Analog Right}} + {{Prompt|A}}
{{SSBU Move Card
{{SSBU Move Card
|attack=Forward Tilt
|attack=Forward Tilt
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|description=
|description=
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 {{clr|special|Gordo}}.
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 {{clr|special|Gordo}}.
}}


}}
=== {{clr|tilt|Up Tilt}} ===
=== {{clr|tilt|Up Tilt Attack}} ===
<big>{{Prompt|Analog Up}} + {{Prompt|A}}</big>
{{Prompt|Analog Up}} + {{Prompt|A}}
{{SSBU Move Card
{{SSBU Move Card
|attack=Up Tilt
|attack=Up Tilt
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|description=
|description=
This is one of King Dedede's fastest kill moves and a decent anti-air. It combos well after a landing late {{clr|aerial|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 {{clr|grab|Grab}}, but is generally unsafe to use on shield.
This is one of King Dedede's fastest kill moves and a decent anti-air. It combos well after a landing late {{clr|aerial|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 {{clr|grab|Grab}}, but is generally unsafe to use on shield.
}}


}}
=== {{clr|tilt|Down Tilt}} ===
<big>{{Prompt|Analog Down}} + {{Prompt|A}}</big>
=== {{clr|tilt|Down Tilt Attack}} ===
{{Prompt|Analog Down}} + {{Prompt|A}}
{{SSBU Move Card
{{SSBU Move Card
|attack=Down Tilt
|attack=Down Tilt
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|description=
|description=
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.
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.

}}
=== {{clr|tilt|Dash Attack}} ===
<big>{{Prompt|A}} while dashing or running</big>
{{SSBU Move Card
|attack=Dash Attack
|specificHits=yes
|description=
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.
}}
}}


==Smash Attacks==
== Smash Attacks ==
=== {{clr|smash|Forward Smash}} ===
=== {{clr|smash|Forward Smash Attack}} ===
<big>{{Prompt|Analog Smash Left}} / {{Prompt|Analog Smash Right}} + {{Prompt|A}}</big>
{{Prompt|Analog Smash Right}} + {{Prompt|A}}
{{SSBU Move Card
{{SSBU Move Card
|attack=Forward Smash
|attack=Forward Smash
|specificHits=yes
|specificHits=yes
|description=
|description=
{{clr|smash|Forward Smash}} is King Dedede's strongest kill move, leading to incredibly early stocks should a fully charged {{clr|smash|Forward Smash}} sweetspot be landed at ledge (often in combination with a {{clr|special|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. It can be used as an anti-air due to its sweeping angle, but is not recommended due to its framedata and reactability. 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 {{clr|special|Up B}}'s landing.
{{clr|smash|Forward Smash}} is King Dedede's strongest kill move, leading to incredibly early stocks should a fully charged {{clr|smash|Forward Smash}} sweetspot be landed at ledge (often in combination with a {{clr|special|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 {{clr|special|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
*Has a spike hitbox that does 0%, used to connect hits into the strong hitbox more reliably

}}
}}
=== {{clr|smash|Up Smash Attack}} ===

=== {{clr|smash|Up Smash}} ===
{{Prompt|Analog Smash Up}} + {{Prompt|A}}
<big>{{Prompt|Analog Smash Up}} + {{Prompt|A}}</big>
{{SSBU Move Card
{{SSBU Move Card
|attack=Up Smash
|attack=Up Smash
Line 88: Line 120:
|description=
|description=
{{clr|smash|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 {{clr|aerial|N-Air}} at low percents, and be used as a coverage option in ledgetraps (see {{clr|special|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 {{clr|special|Inhale}}, it can be buffered using BIRD to hard cover a neutral airdodge.
{{clr|smash|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 {{clr|aerial|N-Air}} at low percents, and be used as a coverage option in ledgetraps (see {{clr|special|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 {{clr|special|Inhale}}, it can be buffered using BIRD to hard cover a neutral airdodge.
}}


}}
=== {{clr|smash|Down Smash}} ===
<big>{{Prompt|Analog Smash Down}} + {{Prompt|A}}</big>
=== {{clr|smash|Down Smash Attack}} ===
{{Prompt|Analog Smash Down}} + {{Prompt|A}}
{{SSBU Move Card
{{SSBU Move Card
|attack=Down Smash
|attack=Down Smash
Line 97: Line 129:
|description=
|description=
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.
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.

}}
}}


==Aerials==
== Air Attacks ==
=== {{clr|aerial|Neutral Aerial}} ===
=== {{clr|aerial|Neutral Air Attack}} ===
<big>Airborne {{Prompt|A}}</big>
Air State + {{Prompt|A}}
{{SSBU Move Card
{{SSBU Move Card
|attack=Neutral Air
|attack=Neutral Air
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The move can clank with other buttons such as {{StockIcon|SSBU|Snake}}'s {{clr|smash|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 {{StockIcon|SSBU|Min Min}}.
The move can clank with other buttons such as {{StockIcon|SSBU|Snake}}'s {{clr|smash|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 {{StockIcon|SSBU|Min Min}}.
}}


}}
=== {{clr|aerial|Forward Aerial}} ===
=== {{clr|aerial|Forward Air Attack}} ===
<big>Airborne {{Prompt|Analog Right}} + {{Prompt|A}}</big>
Air State + {{Prompt|Analog Right}} + {{Prompt|A}}
{{SSBU Move Card
{{SSBU Move Card
|attack=Forward Air
|attack=Forward Air
|specificHits=
|specificHits=
|description=
|description=
{{clr|aerial|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 {{clr|aerial|F-Air}}", which involves drifting back with a short-hop paired with {{clr|aerial|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, {{clr|aerial|F-Air}} is a strong option in edgeguards off-stage, and can often times end the stock on hit.
{{clr|aerial|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 {{clr|aerial|F-Air}}", which involves drifting back with a short-hop paired with {{clr|aerial|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, {{clr|aerial|F-Air}} is a strong option in edgeguards off-stage, and can often times end the stock on hit.
=== {{clr|aerial|Back Aerial}} ===

<big>Airborne {{Prompt|Analog Left}} + {{Prompt|A}}</big>
{{clr|aerial|F-Air}} is one of the most consistent followups following a {{clr|grab|Down Throw}}, and is one of Dedede's bnb's for racking up percent.

}}
=== {{clr|aerial|Backward Air Attack}} ===
Air State + {{Prompt|Analog Left}} + {{Prompt|A}}
{{SSBU Move Card
{{SSBU Move Card
|attack=Back Air
|attack=Back Air
|specificHits=
|specificHits=
|description=
|description=
Understanding {{clr|aerial|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 {{clr|special|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 {{clr|aerial|F-Air}}.

{{clr|aerial|B-Air}} also has ledgetrapping applications that can be found under {{clr|special|Gordo}}'s information.

A unique technique with {{clr|aerial|B-Air}} involves planking, which is letting go of ledge, jumping the opposite direction and proceeding to repeatedly {{clr|aerial|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.

}}
}}
=== {{clr|aerial|Up Aerial}} ===
=== {{clr|aerial|Up Air Attack}} ===
<big>Airborne {{Prompt|Analog Up}} + {{Prompt|A}}</big>
Air State + {{Prompt|Analog Up}} + {{Prompt|A}}
{{SSBU Move Card
{{SSBU Move Card
|attack=Up Air
|attack=Up Air
|specificHits=yes
|specificHits=yes
|description=
|description=
{{clr|aerial|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).

{{clr|aerial|U-Air}} is a strong followup after an opponent DI's in after falling late {{clr|aerial|N-Air}} or {{clr|grab|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 {{clr|aerial|U-Air}} not connect.

}}
}}
=== {{clr|aerial|Down Aerial}} ===
=== {{clr|aerial|Down Air Attack}} ===
<big>Airborne {{Prompt|Analog Down}} + {{Prompt|A}}</big>
Air State + {{Prompt|Analog Down}} + {{Prompt|A}}
{{SSBU Move Card
{{SSBU Move Card
|attack=Down Air
|attack=Down Air
|specificHits=
|specificHits=
|description=
|description=
{{clr|aerial|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.

}}
}}


==Special Moves==
== Special Attacks ==
=== {{clr|special|Inhale}} ===
=== {{clr|special|Inhale}} ===
<big>{{Prompt|B}}</big>
{{Prompt|B}}
{{SSBU Move Card
{{SSBU Move Card
|attack=Inhale
|attack=Inhale
|specificHits=yes
|specificHits=yes
|description=
|description=

*1.5x reflector multiplier
*1.5x reflector multiplier
*Useful for tomahawks from above
*Useful for tomahawks from above
Line 164: Line 218:


{{clr|special|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 {{clr|special|Gordo Throw}} angles. Mastering these angles are fundamental to King Dedede's advantage state and edgeguarding.
{{clr|special|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 {{clr|special|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.

}}
=== {{clr|special|Gordo Throw}} ===
=== {{clr|special|Gordo Throw}} ===
<big>{{Prompt|Analog Left}} / {{Prompt|Analog Right}} + {{Prompt|B}}</big>
{{Prompt|Analog Right}} + {{Prompt|B}}
{{SSBU Move Card
{{SSBU Move Card
|attack=Gordo Throw
|attack=Gordo Throw
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|description=
|description=
{{clr|special|Gordo}} is King Dedede's main win condition, as it is the very move that makes his ledgetrapping so threatening. Typically {{clr|special|Gordo}} will be used when King Dedede is in advantage due to its startup and risk of being knocked back at King Dedede. {{clr|special|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.
{{clr|special|Gordo}} is King Dedede's main win condition, as it is the very move that makes his ledgetrapping so threatening. Typically {{clr|special|Gordo}} will be used when King Dedede is in advantage due to its startup and risk of being knocked back at King Dedede. {{clr|special|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.

{{clr|special|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 {{clr|special|Gordo}} include running off stage and tossing it to land on the ledge, or Gordo Spitting it at the ledge through the use of {{clr|special|Inhale}}. Should a stick be successful, the {{clr|special|Gordo}} will remain in place with an active hitbox for a few seconds before despawning. A stuck {{clr|special|Gordo}} prohibits many characters from recovering via the ledge, forcing them to either take the {{clr|special|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 {{clr|special|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 {{clr|special|Gordo}} and King Dedede will reset into another ledge trap. Common moves paired into ledgetraps are:
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 {{clr|special|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 {{clr|special|Gordo}} and King Dedede will reset into another ledge trap. Common moves paired into ledgetraps are:
Line 183: Line 241:


{{clr|special|Gordo}} also has its application in disadvantage, namely with {{clr|special|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 {{clr|special|Gordo}}. Both contexts leave King Dedede very vulnerable on whiff however, and should be used when appropriate and sparingly.
{{clr|special|Gordo}} also has its application in disadvantage, namely with {{clr|special|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 {{clr|special|Gordo}}. Both contexts leave King Dedede very vulnerable on whiff however, and should be used when appropriate and sparingly.
}}


}}
=== {{clr|special|Super Dedede Jump}} ===
=== {{clr|special|Super Dedede Jump}} ===
<big>{{Prompt|Analog Up}} + {{Prompt|B}}</big>
{{Prompt|Analog Up}} + {{Prompt|B}}
{{SSBU Move Card
{{SSBU Move Card
|attack=Super Dedede Jump
|attack=Super Dedede Jump
Line 195: Line 253:
{{clr|special|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.
{{clr|special|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 {{clr|special|Gordo}} hit with the downward hitbox of {{clr|special|Super Dedede Jump}}. During the hitstop of the meteor effect, it is possible to flip out via an up input, allowing King Dedede to live through the zero to death.
This move has a meteor effect upon landing, giving King Dedede the unique opportunity to zero to death at 0% by timing a {{clr|special|Gordo}} hit with the downward hitbox of {{clr|special|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 {{clr|special|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.
A special technique to live through 2-frame attempts is to hold down whilst recovering to ledge during {{clr|special|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.
}}


}}
=== {{clr|special|Jet Hammer}} ===
=== {{clr|special|Jet Hammer}} ===
<big>{{Prompt|Analog Down}} + {{Prompt|B}}</big>
{{Prompt|Analog Down}} + {{Prompt|B}}
{{SSBU Move Card
{{SSBU Move Card
|attack=Jet Hammer
|attack=Jet Hammer
|specificHits=yes
|specificHits=yes
|description=
|description=
{{clr|special|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 {{clr|special|Super Dedede Jump}}.
*Very useful in ledgetrap situations due to its super armour on startup that can beat through a returned {{clr|special|Gordo}} or getup attack and its kill power when fully charged

*Not recommended in neutral due to its slow startup, self-damaging when fully charged, and restriction of movement
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).
*Reaches ledgehang, making King Dedede's ledgetrapping more threatening

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 {{clr|special|Jet Hammer}}'s charge, but it is worth noting that this super armour is not gained when released in the air.

{{clr|special|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 {{clr|special|Gordo}} ledgetraps are at risk of having the {{clr|special|Gordo}} be knocked back at Dedede, but with timing Dedede can power through the knocked back {{clr|special|Gordo}} and potentially land a devastating blow on the opponent. In addition to this, {{clr|special|Jet Hammer}} also reaches ledgehang, which pressures an opponent to choose an option from ledge to avoid being hit by {{clr|special|Jet Hammer}}.

}}
}}


==Grabs & Throws==
== Grabs & Pummel ==
=== {{clr|grab|Grab}} ===
=== {{clr|grab|Grab}} ===
<big>{{Prompt|Z}}</big>
{{Prompt|Z}}
{{SSBU Move Card
{{SSBU Move Card
|attack=Grab
|attack=Standing Grab
|specificHits=yes
|specificHits=yes
|description=
|description=
Description
----
;Standing Grab


}}
----
=== {{clr|grab|Dash Grab}} ===
;Pivot Grab (While Dashing, {{Prompt|Analog Left}}/ > {{Prompt|Z}})
Dash/Run State + {{Prompt|Z}}
{{SSBU Move Card
|attack=Dash Grab
|specificHits=yes
|description=
Description


}}
----
=== {{clr|grab|Pivot Grab}} ===
;Dash Grab (While Dashing, {{Prompt|Z}})
Dash/Run State + {{Prompt|Analog Left}} + {{Prompt|Z}}
{{SSBU Move Card
|attack=Pivot Grab
|specificHits=yes
|description=
Description


}}
----
=== {{clr|grab|Pummel}} ===
;Pummel (After grabbing, {{Prompt|A}})
Grab State + {{Prompt|A}}
{{SSBU Move Card
|attack=Pummel
|specificHits=yes
|description=
Description


}}
}}

== Throws ==
=== {{clr|grab|Forward Throw}} ===
=== {{clr|grab|Forward Throw}} ===
<big>After grabbing, {{Prompt|Analog Right}}</big>
Grab State + {{Prompt|Analog Right}}
{{SSBU Move Card
{{SSBU Move Card
|attack=Forward Throw
|attack=Forward Throw
Line 238: Line 322:
|description=
|description=
A useful throw at ledge to set up an edgeguard/ledgetrap situation or for throwing the opponent into an active {{clr|special|Gordo}}, but lacks combo routes and kill power.
A useful throw at ledge to set up an edgeguard/ledgetrap situation or for throwing the opponent into an active {{clr|special|Gordo}}, but lacks combo routes and kill power.
}}


}}
=== {{clr|grab|Back Throw}} ===
=== {{clr|grab|Backward Throw}} ===
<big>After grabbing, {{Prompt|Analog Left}}</big>
Grab State + {{Prompt|Analog Left}}
{{SSBU Move Card
{{SSBU Move Card
|attack=Back Throw
|attack=Back Throw
Line 247: Line 331:
|description=
|description=
Used to setup edgeguard/ledgetrap situations, but lacks kill power due to a high angle.
Used to setup edgeguard/ledgetrap situations, but lacks kill power due to a high angle.

}}
}}
=== {{clr|grab|Up Throw}} ===
=== {{clr|grab|Upward Throw}} ===
<big>After grabbing, {{Prompt|Analog Up}}</big>
Grab State + {{Prompt|Analog Up}}
{{SSBU Move Card
{{SSBU Move Card
|attack=Up Throw
|attack=Up Throw
Line 255: Line 340:
|description=
|description=
Used to combo into {{clr|aerial|Up Air}} at low percents or set up juggle situations.
Used to combo into {{clr|aerial|Up Air}} at low percents or set up juggle situations.
}}


}}
=== {{clr|grab|Down Throw}} ===
=== {{clr|grab|Downward Throw}} ===
<big>After grabbing, {{Prompt|Analog Down}}</big>
Grab State + {{Prompt|Analog Down}}
{{SSBU Move Card
{{SSBU Move Card
|attack=Down Throw
|attack=Down Throw
Line 264: Line 349:
|description=
|description=
{{clr|grab|Down Throw}} is where King Dedede gets a lot of his combos from. Easily used to transition into {{clr|aerial|Neutral Air}} or {{clr|aerial|Forward Air}} as well as some others for mixups.
{{clr|grab|Down Throw}} is where King Dedede gets a lot of his combos from. Easily used to transition into {{clr|aerial|Neutral Air}} or {{clr|aerial|Forward Air}} as well as some others for mixups.

}}
}}


==Misc. Attacks==
==Misc. Attacks==
=== Ledge Attack ===
=== Ledge Attack ===
<big>{{Prompt|A}} while holding the ledge</big>
Ledge State + {{Prompt|A}}
{{SSBU Move Card
{{SSBU Move Card
|attack=Ledge Attack
|attack=Ledge Attack
Line 274: Line 360:
|description=
|description=
*PlaceHolder
*PlaceHolder

}}
}}
=== Getup Attack ===
=== Getup Attack ===
<big>{{Prompt|A}} after getting knocked down</big>
Floor State + {{Prompt|A}}
{{SSBU Move Card
{{SSBU Move Card
|attack=Getup Attack
|attack=Getup Attack
Line 282: Line 369:
|description=
|description=
It's a Getup Attack.
It's a Getup Attack.

}}
}}
=== Trip Attack ===
=== Trip Attack ===
<big>{{Prompt|A}} after tripping</big>
Trip State + {{Prompt|A}}
{{SSBU Move Card
{{SSBU Move Card
|attack=Trip Attack
|attack=Trip Attack
Line 290: Line 378:
|description=
|description=
*PlaceHolder
*PlaceHolder

}}
}}




==Navigation==
== Navigation ==
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
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Latest revision as of 04:04, 30 August 2023


Overview

King Dedede
Weight:127
Spotdodge:The duration and intangibility of this character's on-spot dodges.23F (3-18F intangible)
Air Dodge:The intangibility of this character's air dodges, both neutral and directional.4-32F intangible (Neutral)
4-23F intangible (Directional)
Unique Recovery Options:Recovery options that this character may have other than their Up Special.Four Midair Jumps
Fastest OOS:N-Air (10F)
Overview
King Dedede (デデデ大王Dedede Daiō), the self-proclaimed monarch of Dreamland, is a super heavyweight character that is best known for his large, disjointed hammer attacks, and his powerful ledge trapping tools. Dedede is able to combat the opponent at midrange with attacks like B-Air and F-Tilt, or mix up his options with a Grab or Inhale.

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.

Summary
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
  • Potent ledgetrapping and edgeguarding: He can exploit many characters recoveries or ledgetrap them to take stocks early. Gordo in particular can net interesting advantages when utilizing Gordo Stick setups.
  • Disjointed attacks: Dedede's hammer attacks allow him to poke opponents from a safe distance and make retreating swings without putting himself at risk.
  • High survivability: King Dedede is among the heaviest characters in the game, and with his multiple jumps and far reaching recovery in Super Dedede Jump, he can survive into the high percent ranges, allowing him to make use of rage which allows him to rack up percent more and end stocks earlier.
  • Matchup Experience: King Dedede possesses many properties on moves that can quickly end stocks should opponents not be aware, namely Jet Hammer's armour, Jet Hammer's ability to hit ledgehang, BIRD (a technique explained under Inhale), and Dash Attack's ability to 2-frame and hit ledgehang. This makes him a potentially more niche character in a bracket context that can steal games based on matchup inexperience.
  • Command grab: Inhale is an excellent option in Dedede's neutral, as it creates a sort of strike-throw mix into his kit when utilised in tomahawks and b-reversals, netting him good stage control upon a successful Inhale and creating pressure with BIRD (see Inhale for more details).
  • Poor Neutral: With the worst airspeed in the game and slow options, King Dedede suffers greatly in neutral. He struggles to get in against agile characters like Sonic, and zoners with powerful projectiles like Samus.
  • Large Hurtbox: Dedede's large size makes it easier for opponents to hit him in neutral and disadvantage, and harder for him to escape the ledge.
  • Interactable Offense: Gordo can be reflected back by any character, putting Dedede in a vulnerable position.
  • Weak to Shield Pressure: King Dedede suffers from poor out of shield options. While Neutral Air only hits taller characters in the cast and short characters like Pikachu can avoid it entirely and easily punish. Down Tilt and Up Smash are much slower and only applicable when an opponent uses an unsafe move.
  • Poor Shield Pressure: Majority of Dedede's moves are heavily minus on block, often having him be punished for having his moves be shielded, which suffers further with Dedede's lack of shield damage outside of moves such as fully charged Jet Hammer.



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.
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 + +

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 +

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


Navigation

To edit frame data, edit values in SSBU/King Dedede/Data.
King Dedede


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