SSBB Icon.png

King Dedede (SSBB)/Back aerial: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
("arguably")
 
(9 intermediate revisions by 7 users not shown)
Line 3: Line 3:
==Overview==
==Overview==
[[File:King Dedede Back Aerial Hitbox Brawl.png|thumb|The two hitboxes of Dedede's bair.]]
[[File:King Dedede Back Aerial Hitbox Brawl.png|thumb|The two hitboxes of Dedede's bair.]]
King Dedede sticks out a foot behind himself, doing 13% damage with the initial hitbox and 9% with the subsequent hitbox. It functions as a [[sex kick]] due to becoming weaker the longer it's out, but the knockback doesn't decrease that much. The move has far horizontal reach, a long-lasting hitbox, strong horizontal knockback, and very fast startup. The move is great for [[edgeguarding]] and can be used as a [[WoP]] technique at low percentages in conjunction with his {{mvsub|King Dedede|SSBB|forward aerial}}. It also has above average KO power and is a reliable KO move when not stale. While the move has minor landing lag, it is difficult to [[punish]]. It is considered the best [[back aerial]] in the game, among the best aerial attacks in the game, and can be considered Dedede's best attack.
King Dedede sticks out a foot behind himself, doing 13% damage with the initial hitbox and 9% with the subsequent hitbox. It functions as a [[sex kick]] due to becoming weaker the longer it is out, but the knockback does not decrease that much. The move has far horizontal reach, a long-lasting hitbox, strong horizontal knockback, and very fast startup. The move is great for [[edgeguarding]] and can be used as a [[WoP]] technique at low percentages in conjunction with his {{mvsub|King Dedede|SSBB|forward aerial}}. It also has above average KO power and is a reliable KO move when not stale. While the move has minor landing lag, it is difficult to [[punish]]. It is considered to be one of the best [[back aerial]]s in the game, and also King Dedede's best attack.


{{technical data}}
==Hitboxes==
{{BrawlHitboxTableHeader}}
{{HitboxTableTitle|Clean hit|24}}
{{BrawlHitboxTableRow
|id=0
|damage=13%
|sd=0
|angle=361
|bk=20
|ks=100
|fkv=0
|r=510000
|bn=16
|xpos=0.0
|ypos=0.0
|zpos=0.0
|trip=18000
|type=Foot
|effect=Normal
|clang=t
|slvl=L
|sfx=Kick
|rawflags=XX11100110XXXX11XX00010X10X00000
}}
{{BrawlHitboxTableRow
|id=1
|damage=13%
|sd=0
|angle=361
|bk=20
|ks=100
|fkv=0
|r=510000
|bn=16
|xpos=360000.0
|ypos=0.0
|zpos=0.0
|trip=18000
|type=Foot
|effect=Normal
|clang=t
|slvl=L
|sfx=Kick
|rawflags=XX11100110XXXX11XX00010X10X00000
}}
{{HitboxTableTitle|Late hit|24}}
{{BrawlHitboxTableRow
|id=0
|damage=9%
|sd=0
|angle=361
|bk=20
|ks=100
|fkv=0
|r=420000
|bn=16
|xpos=0.0
|ypos=0.0
|zpos=0.0
|trip=18000
|type=Foot
|effect=Normal
|clang=t
|slvl=M
|sfx=Kick
|rawflags=XX11100110XXXX11XX00010X01X00000
}}
{{BrawlHitboxTableRow
|id=1
|damage=9%
|sd=0
|angle=361
|bk=20
|ks=100
|fkv=0
|r=420000
|bn=16
|xpos=360000.0
|ypos=0.0
|zpos=0.0
|trip=18000
|type=Foot
|effect=Normal
|clang=t
|slvl=M
|sfx=Kick
|rawflags=XX11100110XXXX11XX00010X01X00000
}}
|}


===Attack data===
==Timing==
*Minimum duration: 32 frames
{|class="wikitable"
*Hits on frames: 6-8, 9-25
!Initial autocancel
*Autocancel frames: 1-4, 25-33
|1-4
*IASA frames: 33
|-
*Landing lag: 21 frames
!Clean hit
|6-8
|-
!Late hit
|9-25
|-
!Ending autocancel
|26-
|-
!Animation length
|32
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=5}}{{FrameStrip|t=Hitbox|c=3|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=17|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=7}}
|-
{{FrameStrip|t=Autocancel|c=4}}{{FrameStrip|t=Blank|c=21}}{{FrameStrip|t=Autocancel|c=7}}
{{FrameStripEnd}}
 
===[[Landing lag]]===
{|class="wikitable"
!Animation length
|21
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=21}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|autocancel=y}}
 
===Notes===
*Shield stun: 4, 3
*Shield stun: 4, 3
*Shield hitlag: 10, 8
*Shield hitlag: 10, 8
*Advantage on shield: -22 (jump/grab OoS), -15 (normal shield drop)
*Advantage on shield: -17/-18 (jump/grab OoS), -10/-11 (normal shield drop)
*The late hit is supposed to only be active until frame 21 however due to a timing error (with the auto-cancel window on frame 26 being listed before the timer to remove the hitboxes on frame 22), the late hit is active until frame 25. This is also reflected by the move's animation as Dedede clearly starts to move his foot back after frame 21 yet the hitboxes are still active.


{{MvSubNavKingDedede|g=SSBB}}
{{MvSubNavKingDedede|g=SSBB}}
Line 21: Line 140:
[[Category:King Dedede (SSBB)]]
[[Category:King Dedede (SSBB)]]
[[Category:Normal attacks (SSBB)]]
[[Category:Normal attacks (SSBB)]]
[[Category:Foot attacks]]
[[Category:Foot attacks (SSBB)]]
[[Category:Back aerials (SSBB)]]
[[Category:Back aerials (SSBB)]]
[[Category:Sex kicks (SSBB)]]
[[Category:Sex kicks (SSBB)]]

Latest revision as of 11:04, December 13, 2021

Overview[edit]

The two hitboxes of King Dedede's bair in Brawl.
The two hitboxes of Dedede's bair.

King Dedede sticks out a foot behind himself, doing 13% damage with the initial hitbox and 9% with the subsequent hitbox. It functions as a sex kick due to becoming weaker the longer it is out, but the knockback does not decrease that much. The move has far horizontal reach, a long-lasting hitbox, strong horizontal knockback, and very fast startup. The move is great for edgeguarding and can be used as a WoP technique at low percentages in conjunction with his forward aerial. It also has above average KO power and is a reliable KO move when not stale. While the move has minor landing lag, it is difficult to punish. It is considered to be one of the best back aerials in the game, and also King Dedede's best attack.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Clean hit
0 0 13% 0 Sakurai angle 20 100 0 8.5 16 0.0 0.0 0.0 1.0x 1.0x 30% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Foot).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
1 0 13% 0 Sakurai angle 20 100 0 8.5 16 6.0 0.0 0.0 1.0x 1.0x 30% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Foot).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
Late hit
0 0 9% 0 Sakurai angle 20 100 0 7.0 16 0.0 0.0 0.0 1.0x 1.0x 30% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Foot).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
1 0 9% 0 Sakurai angle 20 100 0 7.0 16 6.0 0.0 0.0 1.0x 1.0x 30% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Foot).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png

Timing[edit]

Initial autocancel 1-4
Clean hit 6-8
Late hit 9-25
Ending autocancel 26-
Animation length 32
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png

Landing lag[edit]

Animation length 21
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(Autocancel).png
Autocancel

Notes[edit]

  • Shield stun: 4, 3
  • Shield hitlag: 10, 8
  • Advantage on shield: -17/-18 (jump/grab OoS), -10/-11 (normal shield drop)
  • The late hit is supposed to only be active until frame 21 however due to a timing error (with the auto-cancel window on frame 26 being listed before the timer to remove the hitboxes on frame 22), the late hit is active until frame 25. This is also reflected by the move's animation as Dedede clearly starts to move his foot back after frame 21 yet the hitboxes are still active.