Editing King Dedede (PM)

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{{ArticleIcons|pm=y|p+=y}}
{{ArticleIcons|pm=y}}
{{Infobox Character Mod
{{Infobox Character Mod
|name = King Dedede
|name         = King Dedede
|image = {{tabber|title1=Classic (PM)|content1=[[File:King Dedede SSBB.jpg|250px]]|title2=Classic (P+)|content2=[[File:PPlus Dedede.png|250px]]|title3=Samurai|content3=[[File:Samurai Dedede PM.png|250px]]}}
|image       = [[Image:King Dedede SSBB.jpg|250px]]
|mod = Project M
|mod         = Project M
|base = SSBB
|base         = ssbb
|moveset1 = King Dedede (SSBB)
|moveset1     = King Dedede (SSBB)
|altcostume = Shogun Dedede
|altcostume   = Shogun Dedede
|tier        = Mid
|ranking      = 16
}}
}}
[[Image:Samurai Dedede PM.png|thumb|right|Dedede's Samurai Costume in Project M 3.5]]
'''King Dedede''' (known as simply '''Dedede''' in-game) is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He has received speed and combo buffs though suffering from a removal of his chain-grabbing abilities.  
'''King Dedede''' (known as simply '''Dedede''' in-game) is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. 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 [[Project M#Tier list|official]] [[tier list]], near the top of the D tier. This is a large 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 41th out of 42, placing in D tier.  
King Dedede ranks 36th out of 41 on the official tier list, near the bottom of C tier. This is a large drop from his position on the ''Brawl'' tier list, where he's ranked 12th out of 38.


==Attributes==
==Attributes==
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.
<!--attributes paragraph-->
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 being weaker than ''Brawl'', this allows it to wall of pain better, combined with his higher air speed and the removal of hitstun canceling. It also maintains its minimal lag, long duration, and 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.
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.
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==Changes from ''Brawl'' to PM==
==Changes from ''Brawl'' to PM==
King Dedede gained both [[buff]]s and [[nerf]]s from ''Brawl'' to PM. The buffs made him better offensively, but worse defensively, almost turning him into a glass cannon. Despite having been slightly buffed 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.  
King Dedede gained both [[buff]]s and [[nerf]]s from ''Brawl'' to PM. The buffs made him better offensively, but worse defensively, almost turning him into a glass cannon, and most agree he is a slightly worse character overall, despite technically receiving more buffs.


===Attributes===
===Attributes===
*{{buff|King Dedede's hurtboxes are smaller.}}
*{{buff|King Dedede has significantly faster [[air speed]] (0.658 → 0.9), no longer being the slowest, significantly improving his midair approach and recovery combined with Super Dedede Jump's added versatility.}}
*{{buff|King Dedede has significantly faster [[air speed]] (0.658 → 0.9), no longer being the slowest, significantly improving his midair approach and recovery combined with Super Dedede Jump's added versatility.}}
*{{change|King Dedede's [[traction]] is higher (0.0484 → 0.07).}}
*{{nerf|Number of [[midair jump]]s reduced (4 → 3), somewhat worsening his [[recovery]], making it more difficult to land safely, and enforcing more use of Super Dedede Jump.}}
*{{nerf|Number of [[midair jump]]s reduced (4 → 3), somewhat worsening his [[recovery]], making it more difficult to land safely, and enforcing more use of Super Dedede Jump.}}
*{{change|King Dedede [[fall]]s much faster (1.95 → 2.25), however, Dedede falls much slower relative to the rest of the cast than in ''Brawl'', going from the fastest to the 10th fastest fall speed. This nerfs his vertical endurance and his ability to mix-up landings, but makes him less susceptible to combos relative to the cast than in ''Brawl'', and gives him a much better [[SHFFL]].}}
*{{change|King Dedede [[fall]]s much faster (1.95 → 2.25), however, because the entire roster received increased fall speeds, Dedede falls much slower relative to the rest of the cast than in ''Brawl'', going from the fastest to the 10th fastest fall speed. This nerfs his vertical endurance and his ability to mix-up landings, but makes him less susceptible to combos relative to the cast than in ''Brawl'', and gives him a much better [[SHFFL]].}}
*{{change|King Dedede's [[gravity]] is higher (0.0837 → 0.095).}}
*{{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.}}


===Ground Attacks===
===Ground Attacks===
*{{buff|The first two hits of [[neutral attack]] have decreased start-up (first hit: frame 12 → 9, second hit: frame 11 → 9) with longer duration on the first hit (2 frames → 3), and significantly faster [[interruptibility]] frames on both hits (FAF 38 → 28 (hit 1), 28 25 (hit 2)). The first hit now has a hitbox which launches vertically (361° 80°) and the second hit now has consistent knockback (20 (base), 50 (scaling) → 55/0) and its angle has been altered (85° → 90°) making it connect better.}}
*{{buff|The first two hits of [[neutral attack]] have decreased start-up (first hit: frame 12 → 9, second hit: frame 11 → 9) with longer duration on the first hit (2 frames → 3), and significantly faster [[interruptibility]] frames on both hits (first hit: IASA 38 → 22, second hit: IASA 50 21). The rapid jab also ends significantly faster and each hit of neutral attack connecting better.}}
*{{nerf|Neutral attack's multi hits have smaller hitboxes.}}
*{{nerf|Rapid jab of neutral attack comes out slower (frame 2 7), though this is heavily compensated by the various buffs it received.}}
*{{buff|[[Forward tilt]] deals more damage (6%/4% → 12%/9%), making it much stronger despite it's decreased knockback scaling (80/100 → 70/80). It also deals more [[shield damage]] (0 → 9 (clean), 0 → 6 (late)), and has more reach (4.5u → 5.7u).}}
*{{change|The second hit of neutral attack has altered knockback (20 base/50 growth → 55/0) and angle (85° → 90°) properties.}}
*{{buff|[[Forward tilt]] deals more damage (6%/4% → 12%/9%), making it much stronger despite it's decreased knockback growth (80/100 → 70/80). It also deals more [[shield damage]] (0 → 9 (clean), 0 → 6 (late)), and has more reach (4.5u → 5.7u).}}
*{{change|Forward tilt now sends opponents at a [[Sakurai angle]] (65° → 361°).}}  
*{{change|Forward tilt now sends opponents at a [[Sakurai angle]] (65° → 361°).}}  
*{{buff|[[Up tilt]] has less ending lag (FAF 40 → 34).}}
*{{buff|[[Up tilt]] has a longer duration (frame 7-15 → 7-17) and has less ending lag (IASA 40 → 34).}}
*{{nerf|Up tilt now only grants intangibility to Dedede's head as opposed to his whole body. The universally increased falling speeds combined with the altered knockback formula also hinder its KO potential against most characters.}}
*{{buff|[[Down tilt]] has slightly less ending lag (IASA 36 → 35).}}
*{{nerf|Down tilt has smaller hitboxes (6u → 4.92u (clean), 4u → 3.279983u (late)) and can no longer [[trip]].}}
*{{nerf|Down tilt has smaller hitboxes (6u → 4.92u (clean), 4u → 3.279983u (late)).}}
*{{buff|[[Dash attack]] has a larger hitbox (5u → 6.9u), and now gives King Dedede heavy [[armor]] between frames 8-29, significantly improving its utility. It also sends opponents at a different angle (361° → 35°) now being a [[semi-spike]].}}
*{{buff|[[Dash attack]] has a larger hitbox (5u → 6.9u), and now gives King Dedede [[super armor]] between frames 8-29, significantly improving it's utility.}}
*{{nerf|Dash attack now has a weaker late hit which deals less damage (16%/14% 10%).}}
*{{change|Dash attack sends opponents at a different angle (361° 35°).}}
*{{buff|[[Forward smash]] has more range, and the tip [[meteor smash]]es characters who are holding onto ledges. The early sourspot also deals more damage (13% → 16%) and the late hit deals more damage (5% → 12%) and knockback (100 (base), 30 (scaling) → 40/70). The late hit can also now hit aerial opponents.}}
*{{buff|[[Forward smash]] has more range, and the tip [[meteor smash]]es characters who are holding onto ledges. The early sourspot also deals more damage (13% → 16%).}}
*{{nerf|Forward smash has a shorter duration (frame 42-54 → 42-50).}}
*{{nerf|Forward smash has a slightly shorter duration (frame 42-54 → 42-50).}}
*{{buff|[[Up smash]] has much more range, less start-up with a longer duration (frame 20-24 → 17-23), much less ending lag (FAF 68 → 54), and both the sweetspot and the sourspot deal much more damage (14%/9% → 20%/17%), making it much stronger despite it's decreased knockback scaling (95/96 → 79/80).}}
*{{buff|[[Up smash]] has much more range, less start-up with a longer duration (frame 20-24 → 17-23), much less ending lag (IASA 68 → 54), and both the sweetspot and the sourspot deal much more damage (14%/9% → 20%/17%), making it much stronger despite it's decreased knockback growth (95/96 → 79/80).}}
*{{buff|The front hit of [[down smash]] deals more damage (15% → 18%), and the move now consistently sends opponents behind Dedede (105°/80°/50° → 130°/125°/120°), allowing him to KO opponents easier despite the front hit having less knockback scaling (82 → 79). It also has less ending lag (FAF 53 → 47).}}
*{{buff|The front hit of [[down smash]] deals more damage (15% → 18%), and the move now sends opponents behind Dedede (105°/80°/50° → 130°/125°/120°), allowing him to KO opponents easier despite the front hit having less knockback growth (82 → 79). It also has much less ending lag (IASA 53 → 47).}}


===Aerial Attacks===
===Aerial Attacks===
*{{nerf|[[Neutral aerial]], [[forward aerial]], and [[back aerial]] have more landing lag (neutral aerial: 15 frames → 22, forward aerial: 30 frames → 32, back aerial: 21 frames → 22), though this is heavily compensated by [[L-cancelling]].}}
*{{nerf|[[Neutral aerial]], [[forward aerial]], and [[back aerial]] have more landing lag (neutral aerial: 15 frames → 22, forward aerial: 30 frames → 32, back aerial: 21 frames → 22), though this is heavily compensated by L-cancelling.}}
*{{buff|[[Up aerial]] and [[down aerial]] have less landing lag (up aerial: 22 frames → 20, down aerial: 30 frames → 20).}}
*{{buff|[[Up aerial]] and [[down aerial]] have less landing lag (up aerial: 22 frames → 20, down aerial: 30 frames → 20).}}
*{{nerf|Neutral aerial and forward aerial no longer [[auto-cancel]] in a [[short hop]] due to Dedede's higher gravity/falling speed as well as the latter auto-canceling later (frame 35 → 41).}}
*{{nerf|Neutral aerial and forward aerial no longer [[auto-cancel]] from a [[short hop]].}}
*{{buff|King Dedede's increased air speed and the changes to hitstun/falling speeds/air-dodging also makes forward aerial and back aerial much more effective at [[wall of pain]] combos.}}  
*{{buff|King Dedede's increased air speed and the more edgeguarding-friendly physics also makes forward aerial and back aerial much more effective at [[wall of pain]] combos.}}  
*{{buff|Neutral aerial has less ending lag (FAF 40 → 38).}}
*{{buff|Neutral aerial has less ending lag (IASA 40 → 38).}}
*{{buff|Neutral aerial sends opponents at a different angle (60° (clean)/80° (late) → 75°). When combined with the changes to the game's mechanics, this significantly improves its combo potential.}}
*{{change|Neutral aerial sends opponents at a different angle (60° (clean)/80° (late) → 75°).}}
*{{buff|Forward aerial has less start-up with a longer duration (frames 16-18 → 13-18) longer range, and higher knockback scaling (90 → 100).}}
*{{buff|Forward aerial has less start-up with a longer duration (frame 16-18 → frame 13-18) longer range, and more knockback growth (90 → 100).}}
*{{nerf|Forward aerial has slightly increased ending lag (FAF 37 → 40).}}
*{{nerf|Forward aerial has slightly increased ending lag (IASA 37 → 40).}}
*{{nerf|Back aerial has less range (8.5u → 5.534983u (clean), 7u → 4.92 (late)). The late hit also has a shorter duration (frames 9-25 → 9-21) now matching its animation and the move can no longer cause tripping. Lastly, Dedede can no longer perform two back aerials in a short hop due to his lower short hop.}}
*{{nerf|Back aerial has less range (8.5u → 5.534983u), and a slightly shorter duration (frame 6-25 → 6-21).}}
*{{buff|Up aerial is now a single hit, which gives it increased reliability and [[juggling]] potential.}}
*{{buff|Up aerial is now a single hit, which gives it increased [[juggling]] potential for combos and KOing from the more combo-friendly physics despite it technically dealing less knockback (50 base/130 growth → 40/30 base/85 growth).}}
*{{nerf|Up aerial deals less damage (2% (hits 1-7) 19% (hit 8) → 12% (clean)/9% (late)) with its knockback compensated (50 (base), 130 (scaling) → (4/30)/85) and has a slightly shorter duration (frame 10-25 → 10-24).}}
*{{nerf|Up aerial deals less damage (19% → 12%/9%) and has a slightly shorter duration (frame 10-25 → 10-24).}}
*{{buff|Each hit of down aerial lasts one frame longer (frame 9, 12, 15, 18, 21, 24, 27: 18 frames total → frame 9-10, 12-13, 15-16, 18-19, 21-22, 24-25, 27-28: 19 frames total). Down aerial also has less ending lag (FAF 48 → 38) and auto-cancels earlier (frame 44 → 34) now doing so in a short hop.}}
*{{buff|Each hit of down aerial lasts one frame longer (frame 9, 12, 15, 18, 21, 24, 27: 18 frames total → frame 9-10, 12-13, 15-16, 18-19, 21-22, 24-25, 27-28: 19 frames total). Down aerial also has less ending lag (IASA 48 → 38) and can now auto-cancel from a short hop.}}
*{{nerf|The final hit of down aerial deals less damage (5% → 3%) and knockback (50 (base), 140 (scaling) → 70/105), resulting in the move dealing 2% less damage if all hits connect (17% → 15%) and hindering its KO potential.}}
*{{nerf|The final hit of down aerial deals less damage (5% → 3%), resulting in the move dealing 2% less damage if all hits connect (17% → 15%).}}
*{{change|Down aerial SFX changed to match up aerial SFX.}}
*{{change|Down aerial SFX changed to match up aerial SFX.}}


===Grabs and Throws===
===Grabs and Throws===
*{{buff|Dash grab has more range.}}
*{{buff|[[Forward throw]] deals more damage (12% → 14%) and more knockback (70 base/80 growth → 80/75).}}
*{{nerf|Standing (frame 6 → 7) and pivot grab (frame 7 → 9) have more startup lag. Standing grab also has more ending lag (FAF 30 → 31) and pivot grab has less range.}}
*{{buff|[[Back throw]] has drastically more knockback growth (65 → 94), and sends opponents at a much more horizontal angle (60° → 45°), making it among the strongest throws in the game.}}
*{{buff|[[Forward throw]] deals more damage (12% → 14%) and more knockback (70 (base). 80 (scaling) → 80/75).}}
*{{nerf|Back throw deals slightly less damage (16% → 15%).}}
*{{buff|[[Back throw]] has much higher knockback scaling (65 → 94) making it among the strongest throws in the game.}}
*{{buff|[[Up throw]] has less base knockback (70 → 60), and less ending lag, combined with the more combo-friendly physics, this makes up throw a significantly better option to follow-up into moves, and can even be used to [[chaingrab]] fast-fallers.}}
*{{nerf|Back throw deals slightly less damage (10% → 9% (throw), 16% → 15% (total)).}}
*{{nerf|[[Down throw]] sends opponents at a more downward angle towards the floor (20° → 32°), removing his ability to [[chain throw]] with it, making it act like how it does on lightweight characters in ''Brawl''.}}
*{{buff|[[Up throw]] has less base knockback (70 → 60). When combined with the changes to the game's mechanics, this makes up throw a significantly better option to follow-up into moves, and can even be used to [[chaingrab]] fast-fallers.}}
*{{buff|Down throw has less ending lag (FAF 42 → 36).}}
*{{nerf|[[Down 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 chaingrab with it, making it act like how it does on lightweight characters in ''Brawl''. As a result, it is a significantly inferior throw by comparison; no longer nullifying certain characters.}}


===Special Moves===
===Special Moves===
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*{{buff|[[Super Dedede Jump]] now has a hitbox during the rising portion, and canceling the move completely negates Dedede's momentum, giving the move more versatility for recovering and leaving him less vulnerable against [[edge-guard]]ers.}}
*{{buff|[[Super Dedede Jump]] now has a hitbox during the rising portion, and canceling the move completely negates Dedede's momentum, giving the move more versatility for recovering and leaving him less vulnerable against [[edge-guard]]ers.}}
*{{nerf|Super Dedede Jump no longer has [[super armor]], only having medium armor throughout the rising portion.}}
*{{nerf|Super Dedede Jump no longer has [[super armor]], only having medium armor throughout the rising portion.}}
*{{buff|[[Jet Hammer]] applies a momentum boost on swinging based on the level of charge. King Dedede also gains light armor while charging, and the move has drastically less start-up (frame 29 → 9) and ending lag (FAF 77 → 57) when uncharged. It also now semi-spikes (361° → 35°) which along with its altered (albeit overall decreased) knockback (uncharged: 20 (base), 100 (scaling) → 40/80, fully charged: 30/80 → 40/75) improves its edgeguarding potential. Aerial Jet Hammer also deals more damage (uncharged: 10% → 11%, fully charged: 28%/16% → 30%) and fully charged Jet Hammer now deals consistent damage (30%/20% → 30%) and it has a new (albeit extremely weak) late hit signinificantly lengthening its duration (frames 9-11 → 9-33).}}
*{{buff|[[Jet Hammer]] applies a momentum boost on swinging based on the level of charge. King Dedede also gains light armor while charging, and the move has drastically less start-up (frame 29 → 9) and ending lag (IASA 77 → 57) when uncharged, as well as dealing more knockback on all stages of charge (uncharged: 20 base/100 growth → 40/80, fully charged: 30 base/80 growth → 40/75). Aerial Jet Hammer also deals more damage (uncharged: 10% → 11%, fully charged: 28%/16% → 30%).}}


==Revisions==
==Revisions==
===v2.1===
===v2.1===
*{{buff|Dedede can grab the edge towards the end of his Up-B cancel flip.}}
*{{buff|Dedede can grab the edge towards the end of his Up-B cancel flip.}}
*{{change|Dedede's spot dodge animation was smoothed out.}}
*{{change|Dedede's spotdodge animation was smoothed out.}}


===v2.5b===
===v2.5b===
*{{buff|Dedede's dash attack hitboxes adjusted for better coverage.}}
 
*{{buff|Dedede's up tilt belly hitboxes adjusted for better coverage.}}
*{{buff|Dedede's Dash Attack hitboxes adjusted for better coverage.}}
*{{buff|Dedede's forward smash has an added large ground bounce hitbox that only affects grounded opponents and is non-clankable.}}
*{{buff|Dedede's Up-Tilt belly hitboxes adjusted for better coverage.}}
*{{buff|Dedede's Neutral air weak hitbox match the size of the strong hitboxes for better coverage.}}
*{{buff|Dedede's Forward-Smash has an added large ground bounce hitbox that only affects grounded opponents and is non-clankable.}}
*{{buff|Dedede's Neutral air IASA fixed to occur slightly before the animation ends.}}
*{{buff|Dedede's Neutral-Air weak hitbox match the size of the strong hitboxes for better coverage.}}
*{{buff|Dedede's Forward air IASA fixed to occur slightly before the animation ends.}}
*{{buff|Dedede's Neutral-Air IASA fixed to occur slightly before the animation ends.}}
*{{buff|Dedede's Forward-Air IASA fixed to occur slightly before the animation ends.}}
*{{buff|Dedede's Side-B can toss waddles at more noticeable angles.}}
*{{buff|Dedede's Side-B can toss waddles at more noticeable angles.}}
*{{buff|Dedede's Side-B default throw speed decreased, and strong throw speed increased.}}
*{{buff|Dedede's Side-B default throw speed decreased, and strong throw speed increased.}}
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===v2.6b===
===v2.6b===
*{{buff|Dash attack has medium armor which lasts through the strong hit.}}
*{{buff|Dash Attack has medium armor which lasts through the strong hit.}}
*{{buff|Up tilt's endlag is slightly faster.}}
*{{buff|Up-Tilt's endlag is slightly faster.}}
*{{buff|Down aerial has smaller gaps between each hit.}}
*{{buff|Down-Aerial has smaller gaps between each hit.}}
*{{buff|Forward throw's damage has been increased slightly, knockback decreased slightly to compensate.}}
*{{buff|Forward-Throw's damage has been increased slightly, knockback decreased slightly to compensate.}}
*{{buff|Down throw can be interrupted earlier.}}
*{{buff|Down-Throw can be interrupted earlier.}}
*{{buff|Neutral-B has more mobility in the air than previously.}}
*{{buff|Neutral-B has more mobility in the air than previously.}}
*{{buff|Up-B has a hitbox at the beginning of Dedede's ascent.}}
*{{buff|Up-B has a hitbox at the beginning of Dedede's ascent.}}
*{{buff|Up-B has medium armor during the same timeframe as the hitbox.}}
*{{buff|Up-B has medium armor during the same timeframe as the hitbox.}}
*{{nerf|Turn grab range reduced slightly, and has a bit more startup to match other Turn Grabs.}}
*{{nerf|Turn-Grab range reduced slightly, and has a bit more startup to match other Turn Grabs.}}
*{{change|Neutral aerial's 1st hit angle is slightly higher.}}
*{{change|Neutral-Aerial's 1st hit angle is slightly higher.}}


===v3.0===
===v3.0===
*{{buff|Forward smash's meteor hitbox now only hits grounded targets (Aerial-only Spike hitbox on hammer head now has proper priority).}}
*{{buff|Forward-Smash’s meteor hitbox now only hits grounded targets (Aerial-only Spike hitbox on hammer head now has proper priority).}}
*{{nerf|Aerial Up-B no longer has medium armor. Grounded Up-B medium armor starts and ends much sooner.}}
*{{nerf|Aerial Up-B no longer has medium armor. Grounded Up-B medium armor starts and ends much sooner.}}
*{{change|Forward air's hitboxes were cleaned up and polished to match the animation better.}}
*{{change|Forward-Air’s hitboxes were cleaned up and polished to match the animation better.}}


===v3.5===
===v3.5===
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==In [[competitive play]]==
==In [[competitive play]]==
===Most historically significant players===
===Notable players===
''See also: [[:Category:King Dedede players (PM)]]''
*{{Sm|Big D|Canada}}
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
*{{Sm|Fly Amanita|USA}}
 
*{{Sm|Heysuess|USA}}
*{{Sm|Dumshiny|USA}} - The best King Dedede player in the world. Ranked 6th on the [[SoCal Power Rankings|SoCal ''Project M'' Power Rankings]] and 42nd on [[PMRank 2019]], being the highest ranking Dedede player on the latter.
*{{Sm|KO Kingpin|USA}}
*{{Sm|Ripple|USA}} - Formerly the best Dedede player in the world, with his 29th ranking on the [[2016 PMRank]] being the highest a Dedede player ever ranked on PMRank. He was also the only other Dedede player besides Dumshiny to be ranked the [[2019 PMRank]], ranking at 45th. Also an honorable mention on [[PMRank 2023]].
*{{Sm|Ripple|USA}}


==Alternate costumes==
==Alternate costumes==
===Project M===
Dedede's alternate costumes remain unchanged from ''Brawl''. He obtained a costume based on his appearance in the Samurai Kirby minigame.
Dedede's alternate costumes remain unchanged from ''Brawl''. He obtained a costume based on his appearance in the Samurai Kirby minigame.
{|style="margin:1em auto 1em auto;text-align:center"
{|style="margin:1em auto 1em auto;text-align:center"
|-
|-
|colspan=12|[[File:King Dedede Palette (PM).png|frame|center|King Dedede's alternate costumes in PM]]
|colspan=12|[[Image:King Dedede Palette (PM).png|frame|center|King Dedede's alternate costumes in PM]]
|-
|-
|colspan=2|[[File:KingDededeHeadSSBB.png]]
|colspan=2|[[Image:KingDededeHeadSSBB.png]]
|colspan=2|[[File:KingDededeHeadPinkSSBB.png]]
|colspan=2|[[Image:KingDededeHeadPinkSSBB.png]]
|colspan=2|[[File:KingDededeHeadGreenSSBB.png]]
|colspan=2|[[Image:KingDededeHeadGreenSSBB.png]]
|colspan=2|[[File:KingDededeHeadPurpleSSBB.png]]
|colspan=2|[[Image:KingDededeHeadPurpleSSBB.png]]
|colspan=2|[[File:KingDededeHeadBlueSSBB.png]]
|colspan=2|[[Image:KingDededeHeadBlueSSBB.png]]
|colspan=2|[[File:KingDededeHeadBrownSSBB.png]]
|colspan=2|[[Image:KingDededeHeadBrownSSBB.png]]
|-
|-
|colspan=3|
|colspan=3|
|colspan=2|[[File:KingDededeHeadSamuraiPM.png]]
|colspan=2|[[Image:KingDededeHeadSamuraiPM.png]]
|colspan=2|[[File:KingDededeHeadSamuraiGreenPM.png]]
|colspan=2|[[Image:KingDededeHeadSamuraiGreenPM.png]]
|colspan=2|[[File:KingDededeHeadSamuraiBluePM.png]]
|colspan=2|[[Image:KingDededeHeadSamuraiBluePM.png]]
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===Project+===
King Dedede gains additional color schemes and new team colors. His second green one has an obi featuring sprites of the ''Kirby'' series enemy [[wikirby:Sparky|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, [[wikirby:Dark Matter|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 [[wikirby:Key Dee|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 [[wikirby:Blado|Blado]].
[[File:King Dedede Palette (P+).png|800px|thumb|center|King Dedede's alternate costumes in P+]]
'''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 [[wikirby:Waddle Dee (Kirby 64: The Crystal Shards)|individual character]], the Waddle Doos he throws now resembles the transformed form of said Waddle Dee after being possessed by [[wikirby:Dark Matter (cloud)|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==
*His original Z-Secret Costume was based on [[wikirby:Masked Dedede|Masked Dedede]], a form he takes on at the end of ''Kirby Super Star Ultra's'' [[wikirby:Revenge of the King|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.


==External links==
*[https://pmunofficial.com/en/characters/king-dedede/ King Dedede's page at the Project M website]
*[https://www.reddit.com/r/SSBPM/comments/lsb2fo/labbing_discord_results_king_dedede/ Labbing Discord Tech Post]


{{Project M}}
{{Project M}}
[[Category:King Dedede]]
[[Category:King Dedede]]
[[Category:Characters (PM)]]
[[Category:Characters (PM)]]

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