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King Dedede (SSB4): Difference between revisions

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'''King Dedede''' ({{ja|デデデ|Dedede}}, ''Dedede'') is a playable character in ''[[Super Smash Bros. 4]]''. He was announced on January 10th, 2014 to commemorate the release of ''{{s|wikirby|Kirby: Triple Deluxe}}'' in Japan.
'''King Dedede''' ({{ja|デデデ|Dedede}}, ''Dedede'') is a playable character in ''[[Super Smash Bros. 4]]''. He was announced on January 10th, 2014 to commemorate the release of ''{{s|wikirby|Kirby: Triple Deluxe}}'' in Japan.

Revision as of 23:44, February 1, 2016

This article is about King Dedede's appearance in Super Smash Bros. 4. For the character in other contexts, see King Dedede.
King Dedede
in Super Smash Bros. 4
King Dedede as he appears in Super Smash Bros. 4.
KirbySymbol.svg
Universe Kirby
Other playable appearance in Brawl


Availability Starter
Final Smash Dedede Burst
Tier H (46)
King Dedede's stock icon in Super Smash Bros. for Wii U.

King Dedede (デデデ, Dedede) is a playable character in Super Smash Bros. 4. He was announced on January 10th, 2014 to commemorate the release of Kirby: Triple Deluxe in Japan.

He is once again voiced by long-time Kirby producer and the creator and director of the Super Smash Bros. series, Masahiro Sakurai, whose voice clips have been digitally altered from Brawl.

Attributes

King Dedede is the definition of a power-type character. He is large, the 3rd heaviest, has a slow walking speed and dashing speed, the slowest air speed, one of the lowest air acceleration values, the 2nd highest falling speed and above average gravity. He's also equipped with a wooden mallet, giving his attacks additional range.

King Dedede's biggest strength is his impressive survivability. His very high falling speed gives him the the greatest vertical endurance, and his weight alone gives him one of the best horizontal endurances. In addition, he is notoriously difficult to edgeguard and gimp. Despite his very high falling speed and extremely low air speed, he possesses four midair jumps. These help him stall his fall and cover long distances, as well as allowing him to edgeguard safely. His recovery doesn't end with his midair jumps. His up special, Super Dedede Jump, grants a very large amount of vertical distance and a good amount of horizontal distance. It also has super armor and is a meteor smash, meaning that attempts to intercept it may end with the opponent getting launched.

Another advantage King Dedede has is his punishes. Almost all of his attacks deal high amounts of damage, and put opponents in a disadvantage. His most useful moves at that include, but are not limited to, down tilt, down smash and his grab game. The former two are very quick moves for a heavyweight, and can help him fend off opponents and set up edgeguards. His pummel is highly damaging, making it good for adding up damage. His forward and back throws can send opponents offstage, or KO at higher percentages. Lastly, his down throw can combo into up tilt and any aerial attack, making it very reliable for damage racking and giving him combos that most fellow heavyweights don't have.

However, King Dedede has numerous weaknesses. One of King Dedede's most prominent weaknesses is his polarized mobility. All of his stats work against him, as they give him very slow horizontal movement, hindering his ability to approach and combat spacing and camping. The latter problem is more serious as he has nothing against projectiles. His very quick vertical mobility also leaves him very vulnerable to combos, and has a hard time escaping from them, making it very easy for other characters with reliable combos to rack up damage on him. His biggest flaw, however, is his underwhelming moveset. The majority of his moves are among the slowest, along with Shulk and Ganondorf, making King Dedede prone to punishment. On top of that, his moveset is among the weakest of all heavyweights, with very few moves being capable of reliably KOing before 80%. Finally, his only projectile, the Gordos from Gordo Toss, can be reflected by any attack that deals at least 2% damage, limiting their otherwise great utility and making them unsafe when used from a distance.

King Dedede is one of the characters that benefits the least from customs, having only three moves with utility that matches or surpasses that of the originals: Topspin Gordo, Bouncing Gordo and Rising Dedede. Topspin Gordo has consistent power and moves much faster, giving it much more range, but starts up slower and doesn't last as long. Bouncing Gordo is electric and allows for stage control and pressure, but is much weaker. Rising Dedede maintains its super armor while having a strong hitbox on the way up, making it impossible to interrupt his recovery. It also cancels immediately at the apex of the jump, making it able to grab the edge at anytime, but this removes its very powerful descending hitbox. All of his other custom moves have very situational advantages and are overshadowed by their disadvantages. Three notorious examples are Dedede Storm, Taste Test, and Armored Jet Hammer. Dedede Storm has much slower startup and ending lag than Inhale, removes Dededecide, is a multihit move that cannot connect after 100%, and lacks strong hitboxes, preventing it from KOing even well over 200%. Taste Test spits opponents out instantly, preventing Dedede from sending the opponent offstage, which allows them to exploit Dedede's infamous neutral game. Armored Jet Hammer offers super armor on charge, but causes recoil damage faster and is drastically weaker, with a fully charged blow being weaker than an uncharged hit by the default. It also has severe ending lag, to the point where one can jump from the top of Battlefield and use it and then be unable to move until Dedede reaches the main platform.

Overall, King Dedede's weaknesses outweigh his strengths, and this has resulted in very low tournament representation and being poorly regarded in the Western scene, with only Big D getting arguably notable results. However, he is viewed more favorably in the European scene, with notable players such as El_Bardo.

Changes from Brawl

King Dedede has received a mix of buffs and nerfs in the transition from Brawl to SSB4, but he is considered to be immensely nerfed overall. Several of his moves have been heavily altered or changed entirely for cosmetic purposes, which has resulted in both positive and negative changes to his playstyle, though despite his notorious buffs, the latter is much more prevalent than the former due to his worse frame data and the loss of many of the traits that made him a formidable fighter in Brawl.

The most notable positives that these changes bring are his new down tilt, new forward aerial, and his new side special Gordo Toss. Dedede's down tilt has faster start-up and travels a long distance, making it one of his best defensive moves (out of shield, after a smash attack, etc). It and his forward aerial additionally have hitbox placements that are noticeably more favorable than their previous iterations. Unlike Waddle Dee Toss, Gordo Toss deals a consistent amount of damage, fairly high knockback and can even be used to "pinball" opponents by using their tumbling momentum to Dedede's advantage by trapping them between a Gordo and Dedede due to the ability to angle a Gordo's trajectory. As a result, these three new moves are noticeably more versatile than their previous iterations in Brawl. Some of the gameplay changes brought about by SSB4 have also helped Dedede. He is now less susceptible to projectile camping due to the universal nerf to campable projectiles, and he can utilize the rage mechanic very effectively due to his considerable weight, which supplements his high power. Finally, Dedede's already excellent recovery was buffed further.

However, the aforementioned new move alterations and changes to gameplay mechanics have also brought drawbacks that drastically outweigh the aforementioned positives despite having a less polarized moveset than Brawl. The most notable examples are his up tilt, back aerial, and especially his down throw all losing their versatility due to the former losing its KOing power, the second losing its fast startup and lingering hitbox (both up tilt and back air also lost their consistent strength), and the latter being affected by SSB4's removal of chain grabbing. Dedede's renowned grab game was also nerfed even further due to his grab range being reduced. Despite zoning having been nerfed, Dedede still arguably has the hardest time dealing with it. Finally, the removal of hitstun cancelling also significantly harms Dedede as it lowers his vertical endurance and makes him an easily comboed character, which is further compounded by the introduction of more versatile combo throws than he has.

Aesthetics

  • Change King Dedede has a more cartoonish and brightly colored appearance due to the new aesthetic used in SSB4, making him look reminiscent of his appearance in Kirby: Right Back at Ya!, which visually makes his pupils smaller than they were in Brawl. Additionally, Dedede's model also sports a graphical effect that accentuates the fuzz on his robes and crown.
  • Change Dedede has even more exaggerated facial expressions.
  • Change The sound Dedede makes during his up taunt is now in sync with the animation, regardless of the direction he is facing.

Attributes

  • Buff King Dedede is heavier (112 → 119).
  • Buff King Dedede jumps higher.
  • Buff King Dedede walks slightly faster (0.95 → 0.98).
  • Buff King Dedede dashes faster (1.22 → 1.36).
  • Change The removal of chaingrabbing means Dedede can no longer chaingrab with his down throw, removing one of the most pivotal aspects of Dedede in Brawl. Conversely, it also means he is no longer very vulnerable to them.
  • Nerf The removal of hitstun cancelling significantly harms King Dedede as it makes him a very easily comboed character. It also means he can no longer momentum cancel, decreasing his vertical endurance despite being heavier than in Brawl (though he still has the best vertical endurance in the game).

Ground attacks

  • Buff Each hit of neutral attack connects significantly better due to the first hit having slightly decreased start-up (frame 12 → frame 10) and the second hit being able to be interrupted significantly faster (frame 50 → 28). The move also now links into a finisher, making the move safer, more useful, and being able to KO around 150%. As a result, it is no longer considered among the worst neutral attacks in the game.
  • Nerf Each hit of neutral attack deals slightly less damage (first hit: 6% → 4%, second hit 5% → 4%, rapid: 2% → 1%), though this is heavily compensated with the various buffs it received.
  • Buff Forward tilt now hits multiple times with more damage (overall dealing 3% more if all hits connect) and has increased knockback, now being able to KO at very high percents.
  • Nerf Forward tilt has slightly decreased reach and more ending lag (20 → 26 frames).
  • Buff Up tilt has increased horizontal reach, especially in front of Dedede, that makes it slightly easier to land.
  • Nerf Up tilt is significantly weaker, no longer KOing until near 150%, and now has a sourspot added on the later portion of the attack that deals 2% less damage, instead of being strong throughout. It also has slightly less vertical reach, more start-up (frame 7 → frame 9) and ending lag (25 → 29 frames).
  • Change King Dedede has a new down tilt: a forward roll.
  • Buff New down tilt produces a significantly larger hitbox and has decreased start-up (frame 7 → frame 6), making it more useful and versatile.
  • Nerf New down tilt hits at a higher angle, making it a less effective KO move at very high damages. It also has slightly less duration (10 → 8 frames) and more ending lag (25 → 27 frames).
  • Nerf Dash attack now has a sourspot on the later portion of the attack that deals 3% less damage (though it remains a very powerful dash attack). It can also miss if used too close to the opponent.
  • Buff Both sourspots of forward smash are stronger, dealing more damage (early: 13% → 15%, late: 5% → 6%) and increased knockback, though they are still drastically weaker than the sweetspot.
  • Buff Up smash deals slightly increased knockback, and has less start-up (20 → frame 17 frames).
  • Buff Down smash now hits on a semi-spike trajectory, making it a much more effective KO move and attack in general especially on the edge despite its lower power.
  • Nerf Down smash deals 2% less damage (15% → 13%) without knockback compensated. It also lasts 1 frame shorter (10 → 9 frames).

Aerial attacks

  • Change King Dedede has a new forward aerial: a hammer swing from above, as opposed to from below.
  • Buff New forward aerial has faster start-up (16 → 13 frames) and a much more favorable hitbox placement that makes it much easier to land.
  • Nerf New forward aerial less damage (15% → 12%) and significantly less knockback, not being able to KO until well beyond 150% outside edge-guarding. It also no longer autocancels in a short hop and has more ending lag (22 → 27 frames).
  • Nerf King Dedede has a new back aerial: a rear hammer swing from below similar to his forward aerial in Brawl. This new back aerial has significantly slower start-up (6 → 17 frames), significantly less duration (frame 6-25 → frame 17-19), and more ending lag (8→ 20 frames), losing the immense versatility and all-around usefulness Dedede's previous infamous back aerial had.
  • Buff New back aerial deals more damage (13% → 16%), making it more effective as a KO move.
  • Buff Up aerial's final hit deals much stronger knockback, making it much more effective at KOing opponents above, KOing below 130% regardless of Dedede's proximity to the upper blast line. It also has significantly reduced SDI capacity, making it much harder to escape.
  • Nerf Up aerial's loop hits deal less damage (2% → 1%), reducing the move's overall damage potential (19% → 12%).
  • Change King Dedede has a new down aerial: a downward hammer swing similar to Ike's down aerial.
  • Nerf New down aerial has much slower startup (9 → 22 frames) and much smaller hitboxes without the long duration (frame 9-27 → frame 22-23), losing the strong anti-juggling capabilities Dedede's old down aerial possessed. It also deals less damage and has gained a sourspot at the hammer's edges (17% if all hits connect → 15%/8%).
  • Buff New down aerial is now a very powerful meteor smash on aerial opponents if it hits with the hammer's whole head, and sends at a horizontal angle on grounded opponents, giving Dedede access to a new potent edge-guarding tool in the air and a new powerful, though situational, KO option onstage.

Throws/other attacks

  • Buff Dash grab has slightly less endlag, making it less punishable when whiffed.
  • Change Dedede no longer stumbles over when he misses a dash grab.
  • Nerf The reaches of all of Dedede's grabs have been reduced.
  • Nerf Forward and back throws deal less damage (forward throw: 12% → 10%; back throw: 16% → 13%).
  • Buff Up throw has less ending lag, allowing up air followups at lower percentages.
  • Buff Down throw now throws opponents at a more vertical angle, allowing it to combo into other moves.
  • Nerf Down throw no longer has set knockback and deals less damage (8% → 6%).
  • Change Down throw has an altered animation, with Dedede forcefully throwing opponents onto the ground with an arm instead of sitting on them.
  • Nerf Dedede's intangible and very far-reaching over 100% ledge attack was removed, leaving Dedede with a significantly inferior ledge attack at high damages.

Special moves

  • Nerf The removal of grab armor makes Inhale slightly less useful as a defensive landing option, as trades will now result in Dedede getting hit instead of inhaling the opponent.
  • Change King Dedede has a new side special: Gordo Toss. Dedede takes out a Gordo and hits it with his hammer, bouncing it along the ground.
  • Buff Gordos are more consistent as a projectile due to the still being powerful projectiles that can KO under 150%, in comparison to the extremely weak Waddle Dees and Doos. The ability to bounce the Gordos in different trajectories also gives the move greater trapping capabilities. The hammer swing in the initiation of the move additionally produces its own hitbox that deals 12% damage, which can also hit opponents into the subsequently tossed Gordo for immense damage. Depending on the opponent's position, the attack can also hit twice.
  • Nerf Gordos can be reflected by any hitbox that deals at least 2% damage, giving the move significantly more risk than Waddle Dee Toss if a Dedede player misuses the move. Compared to the rare Gordos in Waddle Dee Toss, they deal less damage (22% → 14%), making them significantly weaker.
  • Buff Dedede can now grab ledges during the rising portion of Super Dedede Jump as long as he's facing the stage, significantly improving his recovery's safety. The falling hitbox of Dedede Jump is also more powerful, and can now bury grounded opponents.
  • Change Super Dedede Jump falls faster.
  • Change Super Dedede Jump is now canceled by pressing up instead of down.
  • Buff Jet Hammer's swing has significantly improved horizontal reach and a much larger hitbox overall, especially if fully charged, allowing it to hit airborne opponents easier and now allowing to hit ledge hanging opponents (with the fully charged hitbox being able to hit any ledge-hanging character), which when combined with the new ledge mechanics, give the move newfound ability as an edge-guarder. The move is also significantly more powerful throughout all its stages, dealing up to 8% more damage fully charged and KOing below 50% near the ledge, while being able to KO well below 150% and potentially under 100% even when lightly charged. Fully charged Jet Hammer additionally deals significantly increased shield damage, to where it can nearly break a full shield, and holding a fully charged Jet Hammer stops damaging Dedede at 100% instead of 150%. Additionally, with the introduction of rage, Jet Hammer's recoil is now a double-edged sword rather than a detriment.
  • Change Jet Hammer produces much more intense lighting that visually lights up the surrounding areas, and Dedede now visibly sweats with a grimacing facial expression when using the move. Jet Hammer also produces a wind effect, though it is just purely aesthetic, and it has a different swinging animation when released without being fully charged.
  • Change King Dedede has a new Final Smash: Dedede Burst, a trapping Final Smash with average initial range, and KOing ability of a typical Final Smash, making it significantly more reliable at KOing opponents than Waddle Dee Army. However, Dedede Burst deals a fixed amount of damage, making it less damaging than Waddle Dee Army, and is the only trapping Final Smash that can be escaped from.

Update history

Outside of aesthetic changes, King Dedede has recieved some direct nerfs and one indirect buff. The nerfs are a weaker forward aerial, a stronger down throw, a more easily avoidable Final Smash and Gordo Toss being easier to deal with. The buff is the changes to shield mechanics, since Dedede's moves are now safer on shield due to either high damage, high hitlag or multiple hits. Overall, Dedede's pressuring abilities are weaker, but the safety of his neutral game is higher.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Nerf Forward aerial damage: 13% → 12%
  • Buff Down throw angle: 70 → 80
  • Nerf Down throw knockback scaling: 60 → 82
  • Nerf Minimum Gordo reflection damage: 3% → 2%
  • Nerf All Gordo hitboxes are smaller in radius by 0.4 units. Custom moves are affected as well.
  • Nerf Characters can air dodge out of and escape Dedede Burst.

Super Smash Bros. 4 1.0.8

Super Smash Bros. 4 1.1.3

  • Change Timing for Inhale and Taste Test modified.
  • Change Facing restriction for Super Dedede Jump modified.

Moveset

  Name Damage Description
Neutral attack   4% A pair of hammer swings followed by a twirling attack that traps the opponent and finished with an uppercut swing. Can be used in a zero-death combo. It is the 2nd slowest jab in the game, coming out on frame 10, only beating Zelda's jab by 1 frame, though King Dedede's jab has a huge disjointed range. Unlike most jabs, the finisher sends opponents on a nearly vertical trajectory, and can KO around 200%.
4%
1% (loop), 3% (last)
Forward tilt   2% (hits 1-4), 3% (hit 5) A spinning hammer poke. Very good range. Fourth hitbox can only connect if the move lands at the tip of the hammer. Long endlag makes this move unsafe if it misses.
Up tilt   12% (body), 10% (head) A short hopping headbutt. Dedede's head and upper body are intangible while the hitbox is active.
Down tilt   10% (clean), 6% (late) Dedede rolls forwards. Very fast start-up, can be used after most defensive options and attacks. Good out-of-shield option and for disrupting opponents.
Dash attack   16% (clean), 13% (late) Dedede's trademark tripping dive. A slow and powerful KOing option, it is stronger than some of the cast's smash attacks, KOing at around 50% near the edge due to its exceptionally high knockback. The attack originates from Kirby's Dream Land.
Forward smash   15% (early), 24% (clean), 6% (late) Dedede winds up and brings down the hammer. The strongest and second most damaging forward smash in the game, with almost equal KO power to match. Only Lucario's at full power is more damaging. Has laughable startup, but rather low endlag, making it more difficult to punish head-on than expected. The attack originates from Kirby's Dream Land.
Up smash   14% (hammer), 9% (body) A vertical hammer swing. Relatively slow compared to his up tilt, but less situational than in Brawl. Great vertical knockback if hit at the top of the arc or at the end, KOing at around 110%.
Down smash   13% A low spinning hammer attack. Dedede's weakest smash attack, but the head of the hammer is a semi-spike, making it one of Dedede's quickest and most reliable ground finishers, KOing under 100% near the edge.
Neutral aerial   12% (clean), 7% (late) Dedede throws his arms and legs out to perform a belly flop. Acts as a sex kick.
Forward aerial   12% An overhead hammer swing. At low percents, it can combo into itself to drag opponents downward and off-stage. This can be fatal for characters like Roy, Little Mac or Cloud.
Back aerial   16% A rear-facing hammer swing from below. Can KO reliably below 130% and autocancels after a shorthop.
Up aerial   1% (hits 1-7), 5% (hit 8) An upwards-facing hammer spin. Quite strong for a low-lag multi-hit move, surpassing Fox's, being able to KO below 130%. It can drag opponents down, similarly to Greninja's up aerial. This move is also useful for fending off edgeguarders while recovering.
Down aerial   15% (hammer head), 8% (handle) A single downwards swing. The sweetspot is a meteor smash only on aerial opponents. On grounded opponents, it deals high horizontal knockback, KOing at around 100% near the edge.
Grab    
Pummel   3% A headbutt.
Forward throw   4% (hit 1), 6% (throw) Dedede whacks the foe away with his hammer.
Back throw   4% (hit 1), 9% (throw) Same as the forward throw, just backwards and at a higher angle. King Dedede's strongest throw, but doesn't KO until very high percentages (depending on the opponent's weight and DI).
Up throw   4% (hit 1), 5% (throw) Dedede throws the opponent above his head, then pushes them upwards.
Down throw   6% Dedede grabs the foe's head and brings them into the air, then plants them into the ground. Dedede's best way to rack up damage, scoring true combos into up tilt and all aerials (except down aerial) until mid percentages, and then into up aerial until KO percentages.
Floor attack (front)   7%
Floor attack (back)   7%
Floor attack (trip)   5%
Edge attack   8%
Neutral special Default Inhale 5% (release), 10% (spit) Dedede vacuums opponents into his belly. While they have been inhaled, Dedede can then walk around and spit them out to inflict damage. This move can also can also be used to swallow projectiles and items.
Custom 1 Dedede Storm 2% (loop hits), 3% (outer hit) Instead of inhaling opponents, King Dedede will suck the opponent towards him, hit multiple times, and then blows them upwards with the final hit. Will stop connecting reliably around the 100 range on most characters and usually can't KO until the 200 range due to the lack of strong hitboxes throughout the move.
Custom 2 Taste Test 5% (release), 12% (spit) Inhales opponents faster than the default and the spit deals slightly more damage. However, King Dedede will spit the opponent out immediately instead of keeping them inside his mouth.
Side special Default Gordo Throw 10% (hammer), 14%/12.5%/11%/9.5% (Gordo) Dedede hits a bouncing Gordo forward. Its trajectory can be angled upwards, forward, or downwards. The Gordos disappear after 4 bounces. Additionally, they can be reflected by any attack dealing at least 2% damage. Of further note is that Dedede can hit opponents with the hammer swing used to serve the Gordo, potentially leading into a hit by both hammer and Gordo for big damage.
Custom 1 Topspin Gordo 10% (hammer), 11% (Gordo) Throws Gordos that don't go far initially, but fly forwards upon bouncing. Disappears after a second bounce.
Custom 2 Bouncing Gordo 10% (hammer), 6% (Gordo) Serves electric Gordos that bounce back and forth. Angling the move changes the Gordo's trajectory significantly.
Up special Default Super Dedede Jump 15% (drop), 11% (landing), 5% (stars) Dedede performs his signature jump and launches upwards, rocketing down with a devastating stomp that buries grounded opponents on impact. Aerial foes hit by the stomp are meteor smashed. This move launches out stars after Dedede hits the ground. Due to the stars that fly out after King Dedede hits the ground, this move can sometimes be difficult to punish, especially against characters that lack a projectile. This move cannot grab ledges on descent, unless it is canceled.
Custom 1 Rising Dedede 15% (clean), 12% (late) Instead of stomping, Dedede does damage during the jump and then falls into helplessness. If Dedede descends less distance than he ascended, he will suffer severe landing lag.
Custom 2 Quick Dedede Jump 10% (drop), 5% (stars) Dedede leaps faster and lower than the default. The stomp is also weaker.
Down special Default Jet Hammer 11% (uncharged ground), 10% (uncharged air), 38%/28% (fully charged ground), 27%/16% (fully charged air) Dedede charges up his hammer, which damages himself if he holds it at full charge. If released at full charge, he unleashes a powerful rocket-propelled hammer chop which can easily KO opponents below 50% near the edge. At 100%, King Dedede will stop taking self-damage.
Custom 1 Armored Jet Hammer 9% (uncharged), 24%/20% (fully charged ground), 22%/15% (fully charged air) Makes Dedede immune to flinching while charging on the ground, though the attack is significantly weaker, not KOing until 150%, and Dedede takes self-damage faster.
Custom 2 Dash Jet Hammer 7%/6% (uncharged), 18%/16% (fully charged) Charging the attack pushes Dedede backwards, while unleashing it propels him forwards at the expense of damage.
Final Smash Dedede Burst 10% (hits 1-3), 1% (hit 4), 15% (hit 5) Dedede violently inhales the opponents into place, smashes them three times with his hammer aflame, and shoots a bomb out of it, sending the victims flying diagonally.

On-screen appearance

  • King Dedede is carried in on a palanquin by four Waddle Dees, then jumps off, scattering them.

Taunts

  • Up taunt: Hoists his hammer above his head and pumps it up and down.
  • Side taunt: Spins his hammer while looking at the camera, laughing.
  • Down taunt: Dances in a circle while drumming on his belly.
Up taunt Side taunt Down taunt
King Dedede's up taunt in Smash 4 King Dedede's side taunt in Smash 4 King Dedede's down taunt in Smash 4

Idle poses

  • Taps his hammer on his shoulder.
  • Smacks his belly.
King Dedede's first idle pose in Super Smash Bros. for Wii U. King Dedede's second idle pose in Super Smash Bros. for Wii U.

Crowd cheer

English Japanese
Cheer
Description De-De-De! De-De-De! Dedededededede! De-De-De! De-De-De! Dedededededede!
Pitch Group chant Group chant

Victory poses

A flourished remix directly from Brawl. It is a remix of the short recurring theme that plays when Kirby completes a stage or defeats a boss, debuting in Kirby's Dream Land.
  • Slaps his belly twice with the sound of a bongo drumbeat as he leans on his hammer with one arm and a Waddle Dee stands nearby. Afterward, he continues to rub his belly with his free hand as he laughs gloatingly.
  • Slams his hammer down on both sides of him, then looks towards the screen.
  • Spins his hammer into the air and finishes with a pose while sporting a strained and angry facial expression. In the Nintendo 3DS version, his eyelids will slightly adjust at the end of the animation, resulting in his expression simply looking strained and no longer angry.
KingDededePose1WiiU.gif KingDededePose2WiiU.gif KingDededePose3WiiU.gif

In competitive play

Official Custom Moveset Project

Character Custom sets available
King Dedede's stock icon in Super Smash Bros. for Wii U. King Dedede 3112 3122 3312 3322 1122
1312 1322 2112 2122 2312

Notable Players

Trophies

King Dedede
Ntsc He calls himself the King of Dream Land, but he doesn't have a lot of interest in ruling. He really loves to eat, so it's no surprise he's a heavyweight fighter. Despite his size and low speed, he can easily recover with his four jumps. His Jet Hammer will leave a mark on everyone he meets.
Pal Being a self-proclaimed king, Dedede clearly doesn't care too much about the whole "politics" thing. He's just a bit greedy. In this game, his weight and hefty hammer make him slow, but he can still jump four times in mid-air anyway, making it easy for him to get back to the stage. Fully charge his Jet Hammer for ultimate destruction.
Game Boy: Kirby's Dream Land (08/1992)
3DS: Kirby: Triple Deluxe (05/2014)
King Dedede (Alt.)
Ntsc For the Gordo Throw side special, King Dedede sends a Gordo bouncing with a hammer strike. It bounces off walls—or sometimes gets stuck in them. After a while it'll disappear. If an enemy hits one, it'll bounce back toward you. Use the special again to whack it back at them!
Pal For the Gordo Throw side special, King Dedede hits a Gordo with his hammer, sending it bouncing along the stage. It'll bounce off walls, or sometimes get stuck in them. Then, after a while, it'll disappear. If an enemy hits the Gordo with an attack, it'll fly back towards you. Use the special again to whack it back at them!
Game Boy: Kirby's Dream Land (08/1992)
3DS: Kirby: Triple Deluxe (05/2014)
Dedede Burst
Ntsc For Dedede's Final Smash, he takes a deep breath, pulling his foes toward him. Once he's gotten them right where he wants them, he'll unleash blows from his giant burning hammer. Topping things off is an explosive from the end of the hammer, sending enemies flying. Could this be worse for his foes? Yes! He's invincible the whole time too!
Pal For Dedede's Final Smash, he inhales fiercely to pull foes towards him. Once he's got them right where he wants them, he thrashes them with a giant burning hammer. Then, to top it off, he fires an explosive from his hammer, sending them blasting off. Could it get any worse? Well... yes - Dedede's invincible the entire time.

In Event Matches

Solo Events

Co-op Events

Alternate costumes

King Dedede Palette (SSB4).png
King Dedede's stock icon in Super Smash Bros. for Wii U. KingDededeHeadPinkSSB4-U.png KingDededeHeadGreenSSB4-U.png KingDededeHeadPurpleSSB4-U.png KingDededeHeadCyanSSB4-U.png File:KingDededeHeadBrownSSB4-U.png KingDededeHeadBlueSSB4-U.png KingDededeHeadBlackSSB4-U.png

Gallery

Trivia