Editing King Dedede (SSB4)

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**{{buff|It deals 3% more damage (13% (clean), 9% (late) → 16%) and has increased vertical range (8.5u/7u → 10u), making it better for KOing compared to the previous back aerial despite its lower knockback (20 (base)/100 (scaling) → 30/88).}}
**{{buff|It deals 3% more damage (13% (clean), 9% (late) → 16%) and has increased vertical range (8.5u/7u → 10u), making it better for KOing compared to the previous back aerial despite its lower knockback (20 (base)/100 (scaling) → 30/88).}}
**{{nerf|Back aerial has significantly more startup lag with a shorter duration (frames 6-8 (clean), 9-25 (late) → 17-19), ending lag (FAF 33 → 38), and auto-cancels later (frame 26 → 33). It also cannot trip opponents due to its increased strength and it has lost its 30% extra trip chance. This makes it much less versatile compared to the previous back aerial. Additionally, it has much less horizontal range and far less disjointed hitboxes, hindering its spacing potential.}}
**{{nerf|Back aerial has significantly more startup lag with a shorter duration (frames 6-8 (clean), 9-25 (late) → 17-19), ending lag (FAF 33 → 38), and auto-cancels later (frame 26 → 33). It also cannot trip opponents due to its increased strength and it has lost its 30% extra trip chance. This makes it much less versatile compared to the previous back aerial. Additionally, it has much less horizontal range and far less disjointed hitboxes, hindering its spacing potential.}}
**{{nerf|Back aerial has increased hitlag (1× → 1.2×), making it easier to DI.}}
**{{change|Back aerial has increased hitlag (1× → 1.2×). This makes it safer on shield, but easier to DI.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{nerf|Up aerial's loop hits deal 1% less damage (2% → 1%), which decreases its overall damage output by 7% (19% → 12%).}}
**{{nerf|Up aerial's loop hits deal 1% less damage (2% → 1%), which decreases its overall damage output by 7% (19% → 12%).}}
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**{{nerf|King Dedede has a new down aerial, a downward hammer swing. Compared to the previous down aerial, it deals 2% less damage (17% → 15%) due to consisting of one hit instead of seven, has significantly increased startup lag, a shorter duration (frame 9-27 → 22-23), and has a sourspot at the hammer's handle that deals 9% less damage (17% → 8%). Altogether, these changes make it much worse at pressuring and anti-juggling compared to the previous down aerial.}}
**{{nerf|King Dedede has a new down aerial, a downward hammer swing. Compared to the previous down aerial, it deals 2% less damage (17% → 15%) due to consisting of one hit instead of seven, has significantly increased startup lag, a shorter duration (frame 9-27 → 22-23), and has a sourspot at the hammer's handle that deals 9% less damage (17% → 8%). Altogether, these changes make it much worse at pressuring and anti-juggling compared to the previous down aerial.}}
**{{buff|Down aerial [[meteor smash]]es aerial opponents if the hammer's whole head lands (70°/80° → 270°) and launches opponents at the [[Sakurai angle]] otherwise. As it only has one powerful hit, this makes it a very powerful edgeguarding option and a strong, albeit situational, on-stage KOing option compared to the previous down aerial. It also has larger hitboxes (4u/5u/6.5u → 5.5u/6u/8.5u).}}
**{{buff|Down aerial [[meteor smash]]es aerial opponents if the hammer's whole head lands (70°/80° → 270°) and launches opponents at the [[Sakurai angle]] otherwise. As it only has one powerful hit, this makes it a very powerful edgeguarding option and a strong, albeit situational, on-stage KOing option compared to the previous down aerial. It also has larger hitboxes (4u/5u/6.5u → 5.5u/6u/8.5u).}}
**{{nerf|Sweetspotted down aerial has increased hitlag (1× → 1.5×), making it easier to DI.}}
**{{change|Sweetspotted down aerial has increased hitlag (1× → 1.5×). This makes it safer on shield, but easier to DI.}}


===Throws/other attacks===
===Throws/other attacks===

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