Project M
Project+

King Dedede (PM)

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King Dedede
in Project M and Project+
King Dedede SSBB.jpg
PPlus Dedede.png
Samurai Dedede PM.png

KirbySymbol.svg
Universe Kirby
Base game appearance Brawl
Moveset inspiration King Dedede (SSBB)
Alternate costume Samurai Dedede
King Dedede (SSBB)

King Dedede (known as simply Dedede in-game) is a playable character in the Brawl mod Project M and Project+. He has received speed and combo buffs though suffering from a removal of his chain-grabbing abilities.

King Dedede ranks 34th out of 41 on the official Project M tier list, near the top of the D tier. This is a significant drop from his position on the Brawl tier list, where he is ranked 12th out of 38. In the official Project+ tier list, he places 36th out of 42, placing in C+ tier.

Attributes[edit]

King Dedede is a character whose strengths lie in his offense. Every one of his attacks boasts speed, power, reach, or hitbox placement, giving him a powerful neutral and punish game. He also has great comboing ability, having combo starters such as his up throw and combo finishers such as his forward aerial. He also has superb camping abilities due to his aforementioned reach and hitbox placements, as well as his versatile Waddle Dee Toss. He also has a highly above average recovery thanks to his many jumps, the new airdodge physics, and his useful Super Dedede Jump. However, Dedede's biggest boon is his back aerial; despite it having less range than in Brawl, his higher air speed and the removal of hitstun canceling allow it to wall of pain better. It also maintains its minimal lag, long duration, power, and still has a favorable hitbox placement.

However, Dedede has numerous flaws, mainly in terms of defense. He is a very large target with slow mobility, making it easy to camp him out. He also has merely above average vertical endurance despite being a super heavyweight due to his average gravity and slightly above average falling speed. He also suffers from his recovery being somewhat predictable due to it mainly being linear. Dedede is also very easy to combo due to his aforementioned weight and size, as well as his gravity only being slightly lower than his falling speed.

Dedede overall fares worse in PM than Brawl as a result of the flaws created in the transition, as well as the significantly harsher environment which is no longer subject to his chainthrows.

Changes from Brawl to PM[edit]

King Dedede gained both buffs and nerfs from Brawl to PM. The buffs made him better offensively, but worse defensively, almost turning him into a glass cannon. Despite having received more buffs overall, he is considered to be worse relative to the cast due to the loss of his chain throw and many characters gaining new options to outclass his own.

Attributes[edit]

  • Buff King Dedede's air speed is significantly faster (0.658 → 0.9), no longer being the slowest, significantly improving his aerial approach and recovery in combination with Waddle Dee Toss and Super Dedede Jump's added movement versatility.
  • Change King Dedede's air friction is lower (0.006 → 0.005).
  • Change King Dedede falls much faster (1.95 → 2.25), although he falls much slower relative to the rest of the cast than in Brawl, going from the fastest to the 10th fastest fall speed. This comparatively worsens his vertical endurance and his ability to mix-up landings, but makes him less susceptible to combos relative to the cast than in Brawl (though on his own, the opposite is relatively true in practice within Project M's more combo-oriented environment).
  • Buff King Dedede's fast falling speed is drastically faster (2.73 → 3.3). This makes him less susceptible to juggling, and gives him a much better SHFFL.
  • Change King Dedede's gravity is higher (0.0837 → 0.095).
  • Change King Dedede's short hop is lower (jump force: 1.68 → 1.6). In combination with his higher gravity and falling speed, this improves his ability to hit opponents low on the ground and land more quickly with short hop aerials, but also hinders his ability to auto-cancel his aerials.
  • Buff King Dedede's full hop is higher (jump force: 2.4 → 2.6, jump height: 33.21906465 → 35.58).
  • Nerf Number of midair jumps reduced (4 → 3), making it more difficult to land safely, and somewhat worsening his recovery and enforcing more use of Super Dedede Jump for recovering.
  • Buff King Dedede's traction is much higher (0.0484 → 0.07).
  • Buff King Dedede swims faster (0.08 → 0.108).
  • Buff King Dedede's feet hurtboxes are now ungrabbable, making it harder to grab him.
  • Buff Both rolls have less ending lag (FAF 33 → 32).
  • Buff Forward roll has a longer duration (frames 4-19 → 4-20).
  • Buff Spot dodge has a longer duration (frames 2-20 → 2-21).
  • Nerf Spot dodge has a new animation where Dedede now moves out of the Z axis as soon as his intangibility has worn off, making his spot dodge much easier to punish.
  • Nerf Air dodge has a much longer animation (40 frames → 50), significantly increasing the amount of time King Dedede cannot grab the ledge after using it.
  • Change The removal of hitstun canceling both helps and hinders King Dedede. They make him even more susceptible to combos and remove his ability to momentum cancel, hindering his endurance (though he still has one of the best vertical endurances among the cast). However, they also improve his own previously somewhat minimal combo game outside of chain grabs, as well as benefiting from being able to DI non-tumbling knockback due to his large size and high falling speed making him particularly vulnerable to it in Brawl.

Ground Attacks[edit]

  • Neutral attack:
    • Buff The first hit has less startup lag with a longer duration (frames 12-13 → 11-13), with the hitbox coming out before King Dedede fully swings his hammer.
    • Buff The first two hits have less ending lag (FAF 38 → 28 (hit 1), 28 → 25 (hit 2)).
      • Change This also reduces the window to execute each subsequent hit (30 frames (both) → 28/25).
    • Nerf The infinite's hammer head hitbox is smaller (7u → 5.7399836u).
  • Forward tilt:
    • Buff Forward tilt deals much more damage (6% (clean), 4% (late) → 12%/9%) with its knockback scaling not fully compensated (80 (handle) 100 (hammer head) → 70/80), and sends opponents at a lower angle (65° → 361°), making it much stronger and more effective at edgeguarding.
    • Buff Forward tilt deals more shield damage (0 → 9 (clean), 6 (late)). When combined with its higher damage output and the universally increased shieldstun, this makes it both more effective at wearing down and relatively even safer on shield.
    • Buff The hammer head hitbox is larger (4.5u (clean)/4u (late) 5.7399836u (both)), further increasing its already notoriously long disjointed range.
      • Buff When combined with the changes to ledge grabbing and smaller recovery ledge sweetspots, this further improves forward tilt's effectiveness as an edgeguarding and ledge-trapping tool (though in certain matchups, this is mitigated by the reintroduction of ledgedashing).
  • Up tilt:
    • Buff Up tilt has less ending lag (FAF 40 → 34).
    • Nerf Up tilt now only grants intangibility to King Dedede's head as opposed to his whole body from frames 7-8, making it much easier to contest.
    • Nerf The universally increased falling speeds combined with the altered knockback formula hinder up tilt's KO potential against most characters.
      • Buff However, this also improves its combo potential combined with its lower ending lag.
    • Nerf Up tilt has altered hitbox sizes, but its head hitbox is noticeably smaller (7u/7u/6u → 5.7399836u/7.38u/6.25u), along with it being positioned lower (Y offset: 7u → 6.579983u), reducing its effective range overall, especially above King Dedede.
  • Down tilt:
    • Nerf Down tilt has smaller hitboxes (clean: 6u/6u/6u → 4.92u/4.92u/4.92u, late: 4u/4u/4u → 3.279983u/3.279983u/3.279983u), and they are positioned closer to King Dedede (Z offset: 4u/0u/-6u → 3.7599833u/0u/-5.639983u (clean), 2u/-2u/-8u → 1.8799833u/-1.8799833u/-7.5199833u (late)), reducing its range.
    • Nerf Down tilt can no longer trip opponents (40% chance → 0%).
  • Dash attack:
    • Buff Dash attack now gives King Dedede heavy knockback-based armor between frames 8-29, making it harder to challenge and improving its usage in approaching and hitting recoveries with hitboxes.
    • Buff Dash attack's body hitbox is larger (5u → 6.9u) with its positioning altered (X/Y/Z offset: -4u/0u/-3u → 0u (all)), now fully covering King Dedede's body, while its head hitbox is positioned further and lower (X/Y/Z offset: -4u/0u/0u → 0u/2.9u/1u), improving its ability to hit opponents recovering below or hanging on the ledge.
    • Nerf Dash attack now has a weaker late hit from frames 30-35 which deals less damage (16%/14% → 10%).
  • Forward smash:
    • Buff King Dedede holds his hammer much further out during the move, noticeably increasing its range.
    • Buff The early hit deals more damage (13% (early) → 16%).
    • Buff The clean hit has a longer duration (frames 44-46 → 44-47).
    • Buff The early and clean hits' hammer head hitbox is larger (4.7u (early), 5.7u (clean) → 6u (both)), further increasing its range.
    • Nerf The late hit has a shorter duration (frames 47-54 → 46/48-50), making it less effective at covering spot dodges, and increasing the move's relative ending lag.
    • Buff The late hit now has a sweetspot on the hammer head that deals more damage (5% → 12%) and knockback (100 (base), 30 (scaling) → 40/70) than the previous sole late hit.
      • Buff The new sweetspots are made up of two hitboxes: an upper hitbox that launches opponents vertically (70°) and a lower hitbox that meteor smashes opponents, increasing the move's edgeguarding potential against opponents recovering below or hanging on the ledge, combined with the changes to ledge grabbing and smaller recovery ledge sweetspots.
      • Buff The new late hitboxes can also now hit aerial opponents unlike the previous late hit.
    • Change The late hitboxes can no longer reverse hit, now always sending opponents in the direction King Dedede is facing.
    • Buff The previous late hit has less startup lag (frame 47 → 46).
    • Buff The previous late hit has more knockback scaling (30 → 50) and now meteor smashes grounded opponents (80° → 270°).
    • Buff The previous late hit now consists of one very large hitbox instead of four equally sized and spaced hitboxes (8u/8u/8u/8u → 15u), significantly increasing its range in front of and above King Dedede.
      • Nerf However, its hitbox placement was not fully compensated around King Dedede's body (Y offset: 4u/4u/4u/4u → 0u, Z offset: 0u/9u/18u/27u → 0u), decreasing its range closer to him.
    • Change The previous late hit now uses the kick hit sound effect instead of the "thowmp" hit sound effect.
  • Up smash:
    • Buff Up smash has less startup lag with a longer duration (frame 20-24 → 17-23), with its animation timing altered to have the hitboxes cover around King Dedede for longer during the swing.
    • Buff Up smash has less ending lag (FAF 68 → 54).
    • Buff Up smash deals much more damage (14% (sweetspots), 9% (sourspot) → 20%/17%) with its knockback scaling not fully compensated (95 (sweetspots), 96 (sourspot) → 79/80), improving its KO potential.
    • Nerf The hammer head hitbox is smaller (6u → 5.75u).
      • Buff Despite this, King Dedede holds his hammer much further out during the move. When combined with its faster startup lag and altered animation speed, this drastically increases the move's range overall regardless.
    • Buff The sourspot hitbox is larger (4u → 5.5u).
  • Down smash:
    • Buff Down smash has less ending lag (FAF 53 → 47).
    • Buff The front half of the hitbox duration deals more damage (15% → 18%) with its knockback scaling not fully compensated (82 → 79), increasing its KO potential overall.
    • Buff Down smash now consistently sends opponents behind Dedede (105°/80°/50° → 130°/125°/120°), allowing him to KO opponents more easily and making it harder to DI.
    • Nerf The hammer head hitbox is smaller (7u → 5.75u).
      • Buff Despite this, King Dedede holds his hammer further out during the move, increasing the move's horizontal range overall regardless.

Aerial Attacks[edit]

  • Nerf Neutral, forward, and back aerials have more landing lag (neutral: 15 frames → 22/11, forward: 30 frames → 32/16, back: 21 frames → 22/11), though this is heavily compensated by L-cancelling.
  • Buff King Dedede's increased air speed and the changes to hitstun and air dodging make forward aerial and back aerial more effective and consistent at wall of pain combos.
  • Neutral aerial:
    • Buff Neutral aerial has less ending lag (FAF 41 → 38).
    • Nerf Neutral aerial can no longer auto-cancel in a short hop due to Dedede's lower short hop, and higher gravity and falling speed.
    • Buff Neutral aerial sends opponents at a consistent angle between the clean and late hits (60° (clean), 80° (late) → 75°). When combined with the changes to the game's mechanics, this significantly improves its combo potential.
    • Buff Neutral aerial has larger hitboxes, especially the late hit (9u (clean), 5u → 11.08u (both)), now fully covering King Dedede's entire body during both halves.
      • Change Its vertical positioning was altered to compensate (Y offset: 12u → 8u).
  • Forward aerial:
    • Buff Forward aerial has less startup lag with a longer duration (frames 16-18 → 13-18), and with its animation timing altered to have the hitbox start directly below King Dedede and cover in front of and above him for longer during the swing.
    • Nerf Forward aerial has more ending lag (FAF 37 → 40).
    • Nerf Forward aerial auto-cancels later (frame 35 → 39), no longer doing so in a short hop in combination with King Dedede's lower short hop, and higher gravity and falling speed.
    • Buff Forward aerial has more knockback scaling (90 → 100).
    • Nerf Forward aerial has smaller hitboxes overall (7.5u/4u/4u/4u → 5u/5u/3.2799833u/3.2799833u).
      • Buff Despite this, King Dedede holds his hammer much further out during the move. When combined with its faster startup lag and altered animation speed, this drastically increases the move's range despite its smaller hitboxes, now being one of the largest aerials in the game.
        • Change The move's hitbox placements along the hammer have been altered to compensate (X offset: -2u/-6u/-12u/-18u → 16.5u/16.5u/9u/2.8199832u, Y offset: 0u/-3u/-3u/-3u → 0u/0u/0u/0u, Z offset: -4u/-3u/-2u/-1u → -2.6u/2.6u/0u/0u).
  • Back aerial:
    • Nerf King Dedede can no longer perform two back aerials in a short hop due to his lower short hop, higher gravity and falling speed.
    • Nerf The late hit has a shorter duration (frames 9-25 → 9-21), now matching its animation.
    • Nerf Back aerial has much smaller hitboxes (clean 8.5u/8.5u → 5.534983u/5.534983u, late: 7u/7u → 4.92u/4.92u), and its inner hitbox is positioned closer to King Dedede (Z offset: 6u → 5.639983u), noticeably reducing its previous notoriously large range and disjoint.
    • Nerf Back aerial can no longer trip opponents (30% chance → 0%).
  • Up aerial:
    • Buff Up aerial now consists of a single clean and late hit instead of being a multihit attack. This removes the gaps between hits, makes it much more reliable at hitting overall, and improves its juggling potential.
      • Nerf It has a shorter total hitbox duration (frames 10, 12, 14, 16, 18, 20, 22, 24-25 → 10-13 (clean), 14-24 (late)).
    • Nerf Up aerial deals less maximum damage (multihits: 2%, final hit: 5%, total: 19% → 12% (clean)/9% (late)) with its knockback compensated (50 (base), 130 (scaling) → clean: 40/85, late: 30/85).
    • Nerf The uppermost front hitbox sends opponents at a lower angle (80° → 70°).
    • Nerf Up aerial has smaller hitboxes overall, particularly the hammer head hitboxes (multihits: 6u/6u/4u/4u, final hit: 6.5u/6.5u/5u/5u → clean hit: 5.7399836u/5.7399836u/4.51u/4.51u, late hit: 4.92u/4.92u/3.2799833u/3.2799833u), and its hitboxes are positioned closer (X offset: 17u/17u/9u/3u → 15.979983u/15.979983u/8.46u/2.8199832u, Z offset: -3u/6u/0u/0u → -1.8799833u/1.8799833u/0u/0u), reducing its range.
      • Buff However, King Dedede holds his hammer higher during the attack, increasing its upwards range overall.
  • Down aerial:
    • Buff Down aerial has a shorter animation (50 frames → 41), decreasing the amount of time King Dedede cannot grab ledges after performing the move.
    • Buff Down aerial has much less ending lag (FAF 48 → 38).
    • Buff Down aerial has less landing lag (30 frames → 22/11).
    • Buff Down aerial auto-cancels sooner (frame 44 → 34), now doing so in a short hop.
    • Change Down aerial now consists of five hits instead of seven.
      • Change This worsens its shield pressuring potential out of a full hop, but due to the universally increased shieldstun and the move's lower landing lag and now being able to auto-cancel from a short hop, it is more effective at shield pressuring from a short hop.
      • Buff Each hit of down aerial lasts one frame longer, with the final hit having less startup lag (frame 9, 12, 15, 18, 21, 24, 27 → 9-10, 13-14, 17-18, 21-22, 25-26), making the full attack execute faster.
        • Nerf This effectively shortens the move's total hitbox duration by a frame (19 frames → 18).
        • Nerf The two-frame gaps between each hit were not fully compensated for with their increased hitbox duration, relatively increasing the multihits following the first's startup lag, and effectively increasing the gaps between each hit (2 frames → 3).
        • Buff The multihits deal more damage (2% → 3%).
        • Change The two upper multi-hitboxes have an altered angle (270° (both) → 260°).
        • Buff The two upper multi-hitboxes can now hit aerial opponents.
        • Change Between the two upper multi-hitboxes, the lower one now takes priority over the higher one. However, this has no practical effect since they have the same attack properties.
        • Change The two lower multi-hitboxes have higher set knockback (20 → 50) and altered angles (60°/120° → 100° (both)).
    • Nerf The final hit deals less damage (5% → 3%) and knockback (50 (base), 140 (scaling) → 70/105), hindering its KO potential, and resulting in the move dealing 2% less damage if all hits connect despite the multihits' higher damage (17% → 15%).
      • Buff Its lower power improves its combo potential.
    • Nerf The final hit's lowest front hitbox sends opponents at a lower angle (80° → 70°).
    • Nerf Down aerial has smaller hitboxes (multihits: 4u/4u/5.5u/5.5u → 3.28u/3.28u/4.8u/4.8u, final hit: 4u/4u/6.5u/6.5u → 3.28u/4u/5.33u/5.33u), and the hitboxes are positioned much closer to King Dedede, along with Dedede holding his hammer closer to him. This noticeably reduces the move's range, and making it a worse anti-juggling tool despite Dedede's higher gravity and falling speed.
    • Change Down aerial's attacking sound effect now matches up aerial's.

Throws/other attacks[edit]

  • Grabs:
    • Nerf Standing grab has increased startup lag (frame 6 → 7) and ending lag (FAF 31 → 32).
    • Nerf Standing grab has smaller grabboxes (4u/4u/4u → 3.91u/3.91u/3.91u), and they are positioned closer to King Dedede (Z offset: 18u/13u/8u → 17u/13.5u/8.449984u), reducing its range.
    • Nerf Dash grab has smaller grabboxes (4u/4u/4u → 3.91u/3.91u/3.91u).
    • Buff Dash grab's grabboxes are positioned further (Z offset: 15u/10u/5u → 16u/10.3u/5.199983u), marginally increasing its horizontal range despite its smaller grabboxes.
    • Nerf Pivot grab has more startup lag (frame 7 → 9).
      • Buff However, its total duration was unchanged, decreasing its ending lag.
    • Nerf Pivot grab's grabboxes are positioned closer (Z offset: -22u/-15u/-8u → -20u/-13u/-6u), reducing its horizontal range.
  • Forward throw:
    • Nerf Forward throw has more ending lag (FAF 38 → 39).
    • Buff The throw deals more damage (throw: 6% → 8%, total: 12% → 14%) and knockback (70 (base), 80 (scaling) → 80/75).
  • Back throw:
    • Nerf The collateral hitbox has more startup lag with a shorter duration (frames 16-18 → 17-18).
    • Change The collateral hitbox has an altered angle (361° → 45°).
    • Nerf The throw deals less damage (throw: 10% → 9%, total: 16% → 15%), no longer making it the most damaging throw in the game.
    • Buff The throw has much higher knockback scaling (65 → 94), making it among the strongest throws in the game despite its lower damage.
  • Up throw:
    • Nerf Up throw has more ending lag (FAF 40 → 41).
    • Change The collateral hitbox now launches bystanders vertically (361° → 90°).
    • Buff Up throw has less base knockback (70 → 60). When combined with the changes to the game's mechanics, this makes it significantly better at following up into moves, and can even be used to chain grab fast-fallers.
  • Down throw:
    • Buff Down throw has less ending lag (FAF 42 → 36).
    • Nerf The throw sends opponents at a higher angle (20° → 32°) and has altered knockback (0 (base), 80 (set), 100 (scaling) → 50/80/40), now putting every character into tumble. This removes Dedede's ability to guarantee a chain grab with it, making it act more like how it did on lightweight characters in Brawl. As a result, it is a significantly inferior throw by comparison; no longer nullifying certain characters (though it is still highly effective at tech-chasing and setting up into forward tilt or an edgeguard).
  • Edge attacks:
    • Buff Edge attacks no longer deal set knockback (110 (set), 100 (scaling) → 70 (base)/50 (scaling)).
      • Fast edge attack:
        • Change Fast edge attack has an altered angle (45° → 361°).
      • Slow edge attack:
        • Nerf Slow edge attack has less intangibility (frames 1-51 → 1-43), no longer being intangible while the hitbox is active.
  • Trip attack:
    • Buff Trip attack has significantly more intangibility frames (frames 1-8 → 1-20).
    • Buff Trip attack has more base knockback (60 → 80).

Special Moves[edit]

  • Inhale:
    • Buff King Dedede is now able to control his aerial drift while using Inhale in the air, further compounded by the changes to jumps carrying more horizontal momentum like in Melee and his faster air speed. This improves Inhale's mix-up potential, accuracy, and its ability to approach.
    • Buff Inhale's windboxes are now unblockable, improving its ability to swallow shielding opponents.
    • Nerf Inhale's two middle windboxes have lower set knockback (50/30 → 30/20).
    • Buff Aerial Inhale's grab and windboxes are positioned higher, making it easier to swallow opponents above and on platforms.
    • Buff Inhale's star spit was made harder to button mash out of (star time reduction per input: 12 frames → 3).
  • Waddle Dee Toss:
    • Buff Waddle Dee Toss' throwing angles are much sharper and more varied from each other, with King Dedede throwing his minions much higher and lower when angled up and down, respectively. This overall significantly improves Waddle Dee Toss' accuracy and makes it a more versatile tool for stage control, edgeguarding, setting up follow-ups, or planting a minion close to Dedede to regrab it sooner.
    • Nerf Waddle Dee Toss' tilt-inputted tosses travel slower (especially Gordos) and cover less distance.
      • Buff However, the shorter distance of tilt-inputted tosses along with the sharper throwing angles makes it easier to keep Dedede's minions closer to him to set up regrabs or throw them toward center stage, while the slower travel speed allows minions thrown upwards to stay airborne for longer to increase their hitbox active frames. The ability to smash throw minions also largely compensates for the tilt-throw's shorter distance, making it more beneficial overall.
    • Buff Gordos can now be regrabbed, which is further complemented by their slower travel speed, making it possible to throw a Gordo multiple times to rack up massive damage.
    • Buff Regrabbing a minion has significantly less ending lag (FAF 63 → 21 (grounded), 30 (aerial)).
    • Buff Minions can now be regrabbed with air dodging. When combined with the reintroduction of directional air dodging, this gives it properties that distinguish it from a normal aerial regrab:
      • Buff Regrabbing a minion while air dodging horizontally will cause King Dedede to travel in the direction the air dodge was angled (known as a "Waddle Dash"). When combined with regrabbing a minion's significantly lower ending lag and Dedede's much faster air speed, this can be combined to allow him to move forward at a very fast rate if he repeatedly jumps into and throws one forward, significantly improving his mobility, recovery, camping ability, and approach.
      • Buff Regrabbing a minion while air dodging in place or vertically will halt Dedede's momentum, compared to a normal aerial regrab which maintains it. This improves the move's movement mixups and throw arcs.
        • Buff Additionally, a normal aerial minion regrab can now only be done with a grab button input rather than alternatively with a normal attack button input. This makes it much easier to perform aerial moves near minions without accidentally regrabbing them.
  • Super Dedede Jump:
    • Buff Super Dedede Jump now has a hitbox during the rising portion from frames 23-32 (6% damage, 50 base, 100 scaling, 65° launch angle).
    • Buff Canceling Super Dedede Jump negates Dedede's vertical momentum faster, and the canceling animation can grab ledges much sooner (frame 29 → 19), giving the move more versatility for recovering and making it much easier to grab the ledge.
    • Buff Super Dedede Jump will no longer cause King Dedede to go through a significantly longer delayed landing animation if the move was canceled too close to the ground, improving its landing and recovery.
    • Change Super Dedede Jump descends faster.
    • Buff Super Dedede Jump will no longer be interrupted if King Dedede collides with a ceiling, improving its recovery potential from below the stage.
    • Buff Super Dedede Jump now has heavy knockback-based armor during its startup before rising between frames 7-21 if initiated on the ground.
    • Nerf Super Dedede Jump no longer has intangibility or super armor during its initial take-off and near the peak of its jump, respectively, making it much easier to challenge and edgeguard, especially with the changes to ledges now requiring characters to be falling downward to sweetspot like in Melee and the relatively long time it takes for the move to be able to grab the ledge making it particularly vunerable to repeated edgeguards.
    • Nerf Super Dedede Jump now causes King Dedede to lose all remaining jumps if used and before landing again, instead of retaining his remaining jumps. This makes it more dangerous to initiate in the air if Dedede is hit out of it, worsening his recovery potential, further compound by Dedede's fewer jumps and the above changes to losing its intangibility and super armor.
    • Nerf The changes to ledges normally only being grabbable while facing it forwards by default like in Melee hinders Super Dedede Jump, as unlike most up specials whose ledge grabboxes were changed to be able to grab the ledge while facing away from it, Super Dedede Jump was not given this ability while canceling the move. This makes it more crucial to not misinput the cancel in the wrong direction of the ledge and self-destruct with it.
    • Buff Super Dedede Jump's falling hitbox is larger (8u → 8.5u) with its positioning compensated (Y offset: 7.5u → 7u, Z offset: 0u → -0.4u).
    • Buff Super Dedede Jump's landing hit deals significantly more damage, especially the body hitbox (11% → 20% (body), 16% (outer hitboxes)), and shield damage (3 → 15 (body), 12 (outer hitboxes)), improving its KOing and shield breaking/pressuring potential.
  • Jet Hammer:
    • Buff Jet Hammer applies a forward momentum boost on swinging based on the level of charge (especially while airborne), improving the move's effective range and giving it niche recovery and approaching potential.
    • Buff Jet Hammer begins charging much sooner (frame 18 → 2), and the uncharged/half-charged release has less startup lag (frame 10 → 7), drastically decreasing the move's minimum startup lag (frame 28 → 9) and ending lag (FAF 77 → 57) when uncharged.
    • Buff Uncharged aerial Jet Hammer deals more damage (10% → 11%).
    • Nerf A non-fully charged Jet Hammer deals less knockback overall (20 (base), 100 (scaling) → 40/80).
    • Buff Jet Hammer applies light armor once holding maximum charge.
    • Buff Fully charged Jet Hammer's recoil damage caps earlier (150% → 100%).
    • Buff Fully charged Jet Hammer has an added weaker late hit that deals 7% damage, significantly lengthening its total duration (frames 9-11 → 9-33) as well as its range above and behind King Dedede.
      • Buff The clean hit additionally has a longer duration (frames 9-11 → 9-13).
    • Buff Fully charged Jet Hammer's clean hit now deals consistent (and in the case of the aerial version, more) damage (30%/20% (grounded), 28%/16% (aerial) → 30%). This is especially beneficial for the aerial version, as previously, one of the sourspot hitboxes took priority over both sweetspot hitboxes.
    • Buff Fully charged deals more knockback overall (30 (base), 80 (scaling) → 40/75), improving its KO potential.
    • Buff Jet Hammer now semi-spikes (361° (most hitboxes), 80° (fully charged sourspots) → 35°), which, along with its altered knockback, further improves the fully charged version's KO potential.
    • Buff Jet Hammer has larger hitboxes (7u/5u/5u/4u → 10u/8u/7u/5u), and they are positioned farther from King Dedede (Y offset: 14u/7u/1u/6u → 16u/9u/2u/11u), noticeably increasing its range, compounded with its new forward momentum when charged.
    • Change The uncharged and former full-charge sourspot hitboxes now use a flame hit effect.

Update History[edit]

v2.1

  • Change Spot dodge animation was smoothed out.
  • Buff Super Dedede Jump's canceling animation can grab ledges much sooner (frame 29 → 19).

v2.5b

  • Buff Up tilt's lowermost hitbox is larger (4.92u → 6.25u) and is positioned more favorably on King Dedede's body (Y offset: -6.579983u → 0u).
  • Buff Dash attack's body hitbox is larger (5u → 6.9u) with its positioning altered (X/Y/Z offset: -4u/0u/-3u → 0u (all)), now fully covering King Dedede's body, while its head hitbox is positioned further and lower (X/Y/Z offset: -4u/0u/0u → 0u/2.9u/1u).
  • Buff Forward smash second late hitbox now consists of one very large hitbox (6.559983u → 15u), significantly increasing its range in front of and above King Dedede.
    • Nerf It deals less damage than the second sourspot hitbox it replaced (12% → 5%).
    • Change Its knockback was altered (40 (base), 70 (scaling) → 100/50), and it now meteor smashes grounded opponents (70° → 270°).
  • Buff Neutral aerial has less ending lag (FAF 41 → 38).
  • Buff Neutral aerial's late hit is larger (6.15u → 11.069966u), now only being negligibly smaller than the clean hit rather than much smaller.
  • Buff Forward aerial has less ending lag (FAF 43 → 40).
  • Buff Waddle Dee Toss' throwing angles are much sharper and more varied from each other, with King Dedede throwing his minions much higher and lower when angled up and down, respectively. This overall significantly improves Waddle Dee Toss' accuracy and makes it a more versatile tool for stage control, edgeguarding, setting up follow-ups, or planting a minion close to Dedede to regrab it sooner.
  • Nerf Waddle Dee Toss' tilt-inputted tosses travel slower (especially Gordos) and cover less distance.
    • Buff However, the shorter distance of tilt-inputted tosses along with the sharper throwing angles makes it easier to keep Dedede's minions closer to him to set up regrabs or throw them toward center stage, while the slower travel speed allows minions thrown upwards to stay airborne for longer to increase their hitbox active frames. The ability to smash-throw minions also largely compensates for the tilt-throw's shorter distance, making it more beneficial overall.
  • Buff Super Dedede Jump's falling hitbox is larger (8u → 8.5u) with its positioning compensated (Y offset: 7.5u → 7u, Z offset: 0u → -0.4u).
  • Buff Super Dedede Jump's landing hit deals more damage (11% → 20% (body), 16% (outer hitboxes)), and shield damage (3 → 15 (body), 12 (outer hitboxes)).
  • Buff Super Dedede Jump's landing stars have more base knockback.
  • Buff Fully charged Jet Hammer's recoil damage caps earlier (150% → 100%).

v2.6b

  • Buff Up tilt has less ending lag (FAF 40 → 34).
  • Change Dash attack now has medium knockback-based armor instead of damage-based armor.
  • Buff Neutral aerial's clean hit sends opponents at a higher angle (60° → 65°).
  • Buff Each hit of down aerial lasts one frame longer (frame 9, 12, 15, 18, 21, 24, 27 → 9-10, 12-13, 15-16, 24-25, 27-28), effectively increasing the move's total hitbox duration by a frame (19 frames → 20).
  • Nerf Pivot grab has more startup lag (frame 7 → 9).
    • Buff However, its total duration was unchanged, decreasing its ending lag.
  • Nerf Pivot grab's grabboxes are positioned closer (Z offset: -22u/-15u/-8u → -20u/-13u/-6u), reducing its horizontal range.
  • Buff Forward throw deals more damage (throw: 6% → 8%, total: 12% → 14%) and knockback (70 (base), 80 (scaling) → 80/75).
  • Buff Down throw has less ending lag (FAF 42 → 36).
  • Buff King Dedede is now able to control his aerial drift while using Inhale in the air.
  • Buff Super Dedede Jump now has a hitbox during the rising portion from frames 23-32 (6% damage, 50 base, 100 scaling, 65° launch angle).
  • Buff Super Dedede Jump now has medium armor during the same timeframe as the new rising hitbox.

v3.0

  • Buff Forward smash has gained a new late hit that meteor smashes aerial opponents with the same damage and knockback values as the regular late hit, being much more effective than the much larger sourspot late hit at meteor smashing aerial opponents.
    • Buff The much larger sourspot late hit was changed to only be able to hit grounded opponents to accommodate the new aerial meteor smash hitbox.
  • Buff Forward aerial's hitboxes were altered to match the animation better (Hammer head hitbox sizes: 6.15u/3.279983u → 5u/5u, X offset: 15.97998u/11.59u/7.199983u/2.819983u → 16.5u/16.5u/9u/2.819983u). This overall improves the move's absolute range.
  • Buff Grounded Super Dedede Jump's medium armor has less startup lag with a longer duration (frames 23-32 → 7-21).
  • Nerf Aerial Super Dedede Jump no longer has medium armor.

v3.5

  • Change Soft and hard landings cause the screen to shake less.
  • Change Helpless landing animation was reverted to its Brawl animation, rather than reusing his regular hard landing animation.
  • Change Spot dodge and air dodge voice clip changed to be the same as his ledge grab voice clip.
  • Bug fix Adjusted ledge jump animations to prevent warping.
  • Buff King Dedede's environmental collision box (ECB) was adjusted during his jumping and air dodge animations, significantly improving his wavedashing ability.
  • Nerf Dash attack can no longer slip off edges with a turnaround once it ends, removing a way King Dedede could quickly grab ledges.
  • Change Dash attack now has a flash overlay to denote knockback armor.
  • Change Dash attack now shakes the screen on faceplant.
  • Nerf Aerial Waddle Dee Toss regrabs have more ending lag (FAF 21 → 30).
  • Nerf Waddle Dashing carries over less horizontal momentum. When combined with the above change, this makes performing consecutive Waddle Dashes in a row more difficult to perform, and reduces its movement and recovery potential.
  • Change Super Dedede Jump now has a flash overlay at startup to denote knockback armor.
  • Nerf Super Dedede Jump now depletes all jumps.
  • Nerf Super Dedede Jump's landing stars have less base knockback (60 → 50).
  • Buff Super Dedede Jump's landing stars are slightly larger (3.75u → 4u).
  • Bug fix Fixed the vertical positioning when charging Jet Hammer on the ground.

v3.6b

  • Bug fix King Dedede was moved down during his air-grabbed animation, to fix him instantly breaking free from aerial grabs if immediately pummeled.
  • Buff Forward smash's large sourspot late hit has less startup lag with a longer duration (frames 48-50 → 46-50).
  • Change Forward smash's sweetspot has an altered hit sound effect.
  • Change Up smash's animation was smoothed out.
  • Buff Up smash has less startup lag (frame 20 → 17).
    • Nerf However, its total ending lag was not compensated to match (FAF 57), relatively increasing it.
  • Nerf Up smash's hammer hitboxes deal less damage (22% → 20%) with their knockback scaling not fully compensated (75 → 79).
  • Buff Neutral aerial sends opponents at a consistent angle between the clean and late hits (65° (clean), 80° (late) → 75°), improving its combo potential.
  • Nerf Neutral aerial has a negligibly smaller hitbox (11.0699835u (clean), 11.069966u (late) → 11.06u (both)).
  • Buff Neutral aerial's hitbox is positioned lower (11.2799835u → 8u), making it cover King Dedede's body more effectively.
  • Change Forward aerial's animation was smoothed out.
  • Nerf King Dedede does not hold his hammer as far out during down aerial, reducing its range.
  • Nerf Down aerial has more startup lag, which also increased each subsequent hit by three frames (frame 9-10, 12-13, 15-16, 18-19, 21-22, 24-25, 27-28 → 12-13, 15-16, 18-19, 21-22, 24-25, 27-28, 30-31).
    • Nerf Its ending lag was also increased to match (FAF 43 → 46).
  • Change Down aerial's two lower multi-hitboxes have altered set knockback (45 (base), 20 (set), 0 (scaling) → 0/50/100), while each hitbox has altered angles (270° (upper hitboxes), 90° (lower hitboxes) → 260°/100°).
  • Nerf Down aerial's two lower multi-hitboxes have higher SDI multipliers (0.8× → 1×).
  • Change Down aerial's final hit has altered knockback (90 (base), 50 (scaling) → 40/150).
  • Change Down aerial's attacking sound effect now matches up aerial's.
  • Nerf Inhale's two middle windboxes have lower set knockback (50/30 → 30/20).
  • Buff Gordos can now be regrabbed.
  • Change Super Dedede Jump's downward momentum gain was altered to be smoother overall, making it descend faster.
  • Change Super Dedede Jump has a plummeting graphical effect added once the descending hitboxes appear.
  • Change Jet Hammer now uses a set frame command instead of frame speed mods on attack subactions. Its frame data and attack properties, however, remain unchanged.
  • Change Jet Hammer has some graphical effect timings altered.

v3.6

  • Buff Down aerial has a shorter animation (50 frames → 41), decreasing the amount of time King Dedede cannot grab ledges after performing the move.
  • Buff Down aerial auto-cancels sooner (frame 46 → 34), now doing so in a short hop.
  • Buff Down aerial has much less ending lag (FAF 46 → 38).
  • Change Down aerial now consists of five hits instead of seven.
    • Buff Down aerial's startup lag was reverted, although the multihits following the first's startup lag were not fully compensated (frame 12-13, 15-16, 18-19, 21-22, 24-25, 27-28, 30-31 → 9-10, 13-14, 17-18, 21-22, 25-26).
      • Nerf The subsequent multihits' startup not being fully compensated means there is now a longer gap between each hit (2 frames → 3).
      • Nerf This effectively also shortens the move's total hitbox duration by two frames (20 frames (frames 12-31) → 18 (9-26)).
    • Nerf The fewer hits worsen its shield-pressuring potential.
    • Buff The multihits deal more damage (2% → 3%), leaving the move's total damage output unchanged.
  • Change Down aerial's final hit has altered knockback (40 (base), 150 (scaling) → 70/105).
  • Buff Inhale's star spit was made harder to button mash out of (star time reduction per input: 12 frames → 3).

Changes from PM to P+[edit]

Aesthetics[edit]

  • Change Eye animation adjustments made on up tilt, up smash, down smash, and forward aerial.

Attributes[edit]

  • Buff King Dedede's hurtboxes were adjusted to be slightly smaller overall, making him marginally harder to hit.
  • Nerf King Dedede is lighter (112 → 107).
  • Buff King Dedede has a faster initial walk (0.15 → 0.25).
  • Buff King Dedede runs faster (1.22 → 1.3).
  • Buff King Dedede's jump-squat is one frame faster (frame 6 → 5).
  • Buff King Dedede's soft landing is faster (6 frames → 5).
  • Buff King Dedede's shield is larger (12.5 → 13.5, power shield size multiplier: ×0.75 → ×0.9).
  • Buff Crouching has significantly less startup lag (frame 16 → 8), making it much easier to crouch cancel.
  • Bug fix King Dedede can now fall through platforms during his mid-air jumps.

Ground attacks[edit]

  • Neutral attack:
    • Buff The first two hits have less startup lag (frame 11 (both) → 8), with their ending lags compensated to match (FAF 28 → 25 (hit 1), 21 (hit 2)).
      • Buff Additionally, both hits have altered animation timings without a change to their total hitbox durations; the first hit was altered to have the hitbox start once King Dedede fully swings his hammer, rather than right before, while the second hit's second active frame has Dedede swing his hammer much higher upwards. This gives both hits more favorable attack arcs overall.
    • Buff The first two hits' hammer handle hitboxes were moved inward (X offset: -6u/-12u (both) → -7u/-14u), reducing their potential to blindspot directly in front of Dedede.
    • Nerf The infinite deals less damage (2% → 1%).
  • Forward tilt:
    • Buff Forward tilt's ending animation was altered to have King Dedede pull back his hammer immediately after the hitboxes end instead of slightly delaying it. This makes it better at indicating when the hitboxes end, while also reducing Dedede's hurtbox more during its ending lag, and thus, further improving its already large relative disjoint.
  • Up tilt:
    • Buff Up tilt grants more head intangibility, now matching its hitbox duration (frames 7-8 → 7-17).
      • Buff Additionally, King Dedede's left arm is also now intangible during this period.
  • Down tilt:
    • Buff Down tilt has less startup lag (frame 7 → 6) and ending lag (FAF 37 → 32).
    • Nerf The late hit has a shorter duration (frames 10-18 → 9-14).
  • Forward smash:
    • Buff Forward smash has less startup lag (frame 42 → 37), with its ending lag compensated to match (FAF 81 → 77).
    • Buff Forward smash has gained an additional hitbox at the end of King Dedede's hammer handle, reducing the move's potential to blindspot.
  • Up smash:
    • Buff Up smash has more knockback scaling (79/80 → 83/84).
  • Down smash:
    • Buff Down smash has larger hitboxes (5.75u/4u/4u → 6u/5u/5u) with altered vertical hitbox placements (Y offset: 0u/-3u/-3u → -2.5u/-4u/-4u), making it more effective at hitting opponents below the ledge.
      • Change Its horizontal hitbox placements were altered to compensate for their larger sizes (X offset: 2u/-7u/-13u → 1.5u/-9u/-15u).

Aerial attacks[edit]

  • Neutral aerial:
    • Buff Neutral aerial's animation is one frame shorter (40 frames → 39), slightly decreasing the amount of time King Dedede cannot grab ledges after performing the move.
    • Buff Neutral aerial auto-cancels sooner (frame 35 → 33).
    • Buff Neutral aerial has less startup lag (frame 7 → 6), with its ending lag compensated to match (FAF 38 → 37).
  • Forward aerial:
    • Buff Forward aerial has a slightly altered startup animation to prevent King Dedede from landing before the hitbox starts, making it easier to use out of a short hop.
    • Buff Forward aerial has less landing lag (32/16 frames → 28/14).
    • Buff Forward aerial has gained an additional sourspot hitbox that deals 13% at the end of King Dedede's hammer handle.
  • Back aerial:
    • Buff Back aerial has less ending lag (FAF 34 → 33).
    • Buff Back aerial has less landing lag (22/11 frames → 20/10).

Throws/other attacks[edit]

  • Grabs:
    • Buff Standing grab's two inner grabboxes were moved inward (Z offset: 13.5u/8.449984u → 13u/7.449983u), reducing their potential to blindspot.
    • Buff Dash grab has larger grabboxes (3.91u (all) → 5.45u), reducing their potential to be low-profiled by smaller characters.
      • Change Their hitbox placements were altered to compensate for their larger sizes (Y offset: 9u (all) → 7.4u, Z offset: 16u/10u/5.199983u → 14.2u/8u/3.7u).
  • Up throw:
    • Change Up throw's release point was adjusted to be directly above King Dedede.

Special moves[edit]

  • Inhale:
    • Buff Inhale was made harder to button mash out of.
    • Nerf Inhale has a shorter maximum inhaled period (200 frames → 120).
    • Buff Opponents can no longer mash out of the star when spit out.
    • Buff Dededecide always KOs the opponent before King Dedede, instead of at the same time or after, meaning Dedede will always win if he lands a Dededecide on the opponent's last stock.
  • Waddle Dee Toss:
    • Buff Grounded Waddle Dee Toss has less ending lag (FAF 65 → 59).
    • Nerf Gordos deal less damage (22% → 18%).
    • Nerf King Dedede no longer has an extremely rare chance to throw capsules if items are turned on.
    • Bug fix Fixed a bug that would cause Gordo’s to occasionally get stuck in King Dedede’s face.
  • Super Dedede Jump:
    • Buff Super Dedede Jump's landing hit has less startup lag (frame 3 → 1), with its ending lag compensated to match (FAF 62 → 60).
  • Jet Hammer:
    • Buff Jet Hammer has a faster jump-squat, matching King Dedede's normal jump-squat frames (7 frames → 5).

Moveset[edit]

Up to date as of version 3.6.

Name Damage Description
Neutral attack 6% Hits his opponent with two quick swipes of his hammer, then sticks it out in front of him and spins it.
5%
2% (loop)
Forward tilt 12% (clean), 9% (late) Extends his hammer forward and spins it quickly.
Up tilt 12% Sets his hammer down and quickly jumps upwards while headbutting. Dedede's head has some intangibility frames while the hitboxes are out.
Down tilt 10% (clean), 6% (late) Does a sweeping kick low to the ground.
Dash attack 16% (clean body), 14% (clean head), 10% (late) Trips and face-plants forward. A powerful dash attack, capable of KOing most fighters at low percentages.
Forward smash 16% (early), 24% (clean), 12% (late), 5% (shockwave) Raises his hammer over his head and swings it at the ground in front of him. If the hammer comes into contact with a ledge that a character is grabbing, that character will be meteor smashed.
Up smash 20% (hammer), 17% (body) Pulls his hammer back then swings it vertically over his head.
Down smash 18% (front), 15% (back) Swings his hammer near the ground, performing a low spinning hammer attack.
Neutral aerial 12% (clean), 7% (late) Extends his arms and legs and attacks with his stomach. His limbs produce a second, weaker hitbox soon after.
Forward aerial 15% Pulls his hammer back slightly then swings it in front of him upwards.
Back aerial 13% (clean), 9% (late) Extends one foot backward. Has sex kick properties.
Up aerial 12% (clean), 9% (late) Spins his hammer above his head.
Down aerial 2% (hits 1-6), 3% (hit 7) Extends his hammer below him and spins it, dealing multiple hits.
Grab —
Pummel 3% Lays his hammer down and headbutts the opponent.
Forward throw 6% (hit), 8% (throw) Hits opponent forward with his hammer.
Back throw 6% (hit), 9% (throw) Hits opponent with his hammer behind himself.
Up throw 4% (hit), 5% (throw) Throws his opponent above his head, then pushes them upwards.
Down throw 4% (hit), 4% (throw) Slams opponent on ground and sits on top of them.
Floor attack (front) 6% Gets up and kicks both sides.
Floor attack (back) 6% Gets up and kicks both sides.
Floor attack (trip) 5% Gets up and swings his hammer both sides of himself.
Edge attack (fast) 8% (foot), 6% (body) Pulls himself up slightly, then heaves himself onto the stage while kicking in front of him.
Edge attack (slow) 10% Pulls himself slowly onto the stage, then quickly swings his hammer over his head in front of him.
Neutral special Inhale 5% (release), 10% (spit), 9-18% (star) Inhales the opponent, and does damage upon spitting them out. Does collateral damage to anybody hit by the character being spit out, depending on that character's weight.
Side special Waddle Dee Toss 5% (Waddle Dee), 7% (Waddle Doo), 22% (Gordo) Pulls one of his minions out of his sleeve and throws them forward. Unlike in Brawl, the minion can be thrown in three different trajectories, much like Snake's hand grenades.
Up special Super Dedede Jump 6% (jump), 15% (fall), 16%/20% (landing/body), 5% (stars) Jumps extremely high and comes crashing down. Unlike Brawl, if the move is cancelled and he falls to the ground, he will get up instantly instead of fumbling around, making it safer to cancel the move.
Down special Jet Hammer 11% (uncharged), 30%/7% (fully charged/late) Raises his hammer above his head, and it opens up to create a jet of white flame. The longer the move is held, the more damage, knockback, and directional boost to Dedede occurs. However, Dedede starts taking damage if the move is held past maximum charge.
Final Smash Waddle Dee Army 2% (Waddle Dee), 8% (Waddle Doo), 15% (Gordo) Whistles, and then dances for ten seconds while Waddle Dees, Waddle Doos, and Gordos move about the stage. During these ten seconds, he is invincible.

Stats (Project+)[edit]

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump height Double jump height Empty landing lag
Value 107 1.4 – Initial dash
1.3 – Run
0.95 0.07 0.005 0.9 0.01 – Base
0.04 – Additional
0.095 2.25 – Base
3.3 – Fast fall
5 35.58 - Base
13.474 - Short hop
25.47, 22.12, 20.01 5

In competitive play[edit]

Most historically significant players[edit]

See also: Category:King Dedede players (PM)

  • USA Dumshiny - One of the best King Dedede players in the world in the late-2010s, known for frequently using King Dedede's "Swallowcide" tactic. He is best known for placing 5th at Smash Camp: End of Summer, where he defeated Dirtboy and ilovebagelz, as well as finishing 17th at The Encore; these results led him to rank 42nd on the PMRank 2019 as the second King Dedede player to rank globally in the mod, and he notably outranked Ripple that year.
  • USA Fly Amanita - One of the best King Dedede players in the early years of Project M and was considered a top 10 player in 2012. He was best known for finishing 5th at Apex 2014, which remained the best major placement from a King Dedede player for over a decade. Outside of Apex, he has done well at a couple of other events as well, such as 2nd at Low Tier City and 17th at the EVO 2015 side event. Though he stopped competing in the mid-2010s, he is still considered one of the mod's greatest King Dedede players, ranking 86th on the Project M/+ All Time Top 100.
  • USA Ripple - One of the longest-active Project M players and one of the mod's greatest King Dedede players, being considered a top 20 player in 2014 and being ranked 29th on the PMRank 2016, the highest-ranking King Dedede player in the mod. For a long time, his 7th-place finishes at both The Big House 4 and Tipped Off 11 made him the only King Dedede player place top 8 at multiple majors. He continues to play King Dedede in Project+, eventually adding Samus as a co-main; he placed 9th at Deep Space Tussle with mainly King Dedede and was ranked 26th on the PMRank 2025 with both characters. Due to his long-term success, he is ranked 51st on the Project M/+ All Time Top 100 as the list's highest-ranking King Dedede player.

Alternate costumes[edit]

Project M[edit]

Dedede's alternate costumes remain unchanged from Brawl. He obtained a costume based on his appearance in the Samurai Kirby minigame.

King Dedede's alternate costumes in PM
KingDededeHeadSSBB.png KingDededeHeadPinkSSBB.png KingDededeHeadGreenSSBB.png KingDededeHeadPurpleSSBB.png KingDededeHeadBlueSSBB.png KingDededeHeadBrownSSBB.png
KingDededeHeadSamuraiPM.png KingDededeHeadSamuraiGreenPM.png KingDededeHeadSamuraiBluePM.png

Project+[edit]

King Dedede gains additional color schemes and new team colors. His second green one has an obi featuring sprites of the Kirby series enemy Sparky, a light-blue and purple color based on concept designs for Parallel Dedede, and a black color scheme with an obi that features the eye shape of one of his possessors, Dark Matter. His Samurai Kirby-inspired costume also gains two additional color swaps. In 2.4, his Samurai Kirby-inspired costume receives visual touch-ups while also having him throw a Key Dee, a Waddle Doo as it appears in the aforementioned Sub-Game (with a yellow complexion to match the enemy Waddle Doos in Kirby Super Star), and a Blado.

King Dedede's alternate costumes in P+

Secret costumes:

Dedede R P+.png

Z-Secret Costume: Kirby 64 Dedede: Based on King Dedede's appearance in Kirby 64: The Crystal Shards, which became the basis for his appearances in Kirby and the Forgotten Land and Kirby's Return to Dream Land Deluxe. Extra details include the white crown-like fluff on his hat, his eyes and beak having a different shape, and the removal of his usual kimono. As of 2.4.1, the Waddle Dees he throws now resemble the individual character, the Waddle Doos he throws now resembles the transformed form of said Waddle Dee after being possessed by Dark Matter, and the Gordos he throws now resemble the versions from Kirby 64: The Crystal Shards right down to the cyan spikes and wider eyes that look more cross-eyed than how they generally look in most other games.

R-Secret Costume: Shadow Dedede: Based on Shadow Dedede, an entity hailing from the Mirror World in Kirby: Triple Deluxe. Extra details include the monochrome bull's-eye emblem in place of King Dedede's own emblem, blank eyes always in an angry expression, and a different colored version of the Super Dedede Hammer normally wielded by Masked Dedede in place of the king's usual wooden hammer.

Trivia[edit]

  • His original Z-Secret Costume was based on Masked Dedede, a form he takes on at the end of Kirby Super Star Ultra's Revenge of the King Sub-Game, and would later appear as part of his Final Smash, Dede-Rush, in Ultimate. The mask that was part of the costume appears as part of an Easter egg from 2.3 onwards, occasionally appearing after using Dedede's side taunt.
  • King Dedede, along with Mewtwo, Meta Knight, and R.O.B., are the only characters whose respective up specials (Super Dedede Jump, Teleport, Shuttle Loop (aerial version), and Robo-Booster) do not allow them to grab the ledge if facing away from it at any point during the move. Though in Dedede's case, this is largely compensated by him being able to turn around right as he is canceling the move to face the opposite direction.

External links[edit]