King Dedede pulls out a Gordo and hits it with his hammer, sending it bouncing in front of him. The Gordo can bounce up to three times and damages enemies on hit, starting at 14% and becoming progressively weaker, finally bouncing off them. It disappears shortly after hitting an enemy, or after the third bounce if no target is hit. However, if hit by any attack that deals 2% damage or more, it will be reflected back to Dedede rather quickly, becoming able to damage him. If Dedede is KO'd by the reflected Gordo, the character (or stage element) that reflected it gets the KO.
It is worth noting that King Dedede can reflect a Gordo back again once it has been initially reflected. However, a safer way to do this that is unique to Dedede that does not involve him attacking Gordo is to have him air dodge into the reflected Gordo. In this case, Dedede will automatically grab the reflected Gordo and hit it back with his hammer. This is generally a better response when anticipating a reflected Gordo, because if Dedede's timing is correct, he will safely return the Gordo. If Dedede's timing is off, his air dodge will allow Gordo to pass by without hitting Dedede. Because the air dodge Gordo return is automatic, Dedede can sometimes SD if he begins the return animation near the bottom of the screen. He will continue to fall until after he hits Gordo away, and there is no way for the user to recover during this animation. In Ultimate, he can also inhale a reflected Gordo to reflect it back, but this will only work if Dedede is currently not in endlag from the initial throw.
The trajectory of the Gordo can be adjusted in six different ways depending on the input used to execute the move (tilting or tapping, like Samus's Missiles) and the angling of the control stick afterwards:
Only one Gordo can be thrown at a time; when a Gordo is already out, the attack consists of a single hammer swipe which damages targets for 10%. Gordos will travel farther and faster if the control stick is tapped instead of tilted; the prior of the two methods can be easily facilitated with the C-Stick. This is known as C-Stick Angled Gordos by the playerbase.
Gordos have a chance of getting stuck in any wall they hit, causing slight damage to opponents that touch them. They will then disappear after a few seconds. This can be utilized as an edgeguarding technique, albeit being very difficult to execute and only working against characters with more vertical recoveries. If King Dedede is interrupted before executing his hammer swipe animation (i.e by hitstun or landing on a Spring), he will drop the Gordo, which will bounce harmlessly on the ground. However, he (or other characters) can still hit the Gordo at his rivals. Unlike King Dedede's former side special Waddle Dee Toss, the Gordo Dedede throws will be affected by his size and can in fact travel faster/slower and shorter/further depending on their adapted size. Also, if a Gordo is reflected while very close to another character, it can hit many times very quickly, resulting in unusually high damage.
Special Move customization was added in Super Smash Bros. 4. These are the variations:
Gordos are common enemies in Kirby games, serving as spiky hazards that cannot be defeated. While Gordo Throw started as an original move for Smash, it would later appear in the Kirby series. In Kirby Star Allies, Dedede’s doppelgänger Parallel Dedede in the mode Heroes in Another Dimension utilizes Gordo Throw in an identical manner. King Dedede himself would later use a variation of this move in conjunction with Meta Knight in Kirby Fighters 2, and again as Phantom King Dedede in Kirby and the Forgotten Land.
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