King Dedede (SSB4)
King Dedede (デデデ, Dedede) is a playable character in Super Smash Bros. 4. His return to the series was announced on January 10th, 2014 to commemorate the release of Kirby: Triple Deluxe in Japan. He is once again voiced by Masahiro Sakurai, the long-time Kirby producer and the creator and director of the Super Smash Bros. series, albeit with more realistic versions of his Brawl voice clips.
King Dedede is currently ranked 52nd out of 58 on the tier list, placing him in the F tier and in the lower portion of the low-tier. This is a significant drop from his high-tier placement in Brawl, where he was ranked 12th out of 38. This also gives Dedede the distinction of having the second largest tier drop from Brawl to SSB4 (behind Falco). Dedede's primary strength is his large, disjointed range, courtesy of his hammer. In addition to his range, he also possesses some very powerful punishing moves, such as his forward smash, down smash, back aerial and down aerial, with the latter two also functioning as good edgeguarding moves.
Dedede also boasts arguably the greatest overall survivability in the game, being the most difficult character to KO vertically, due to having the third highest weight and the second fastest falling speed, and also very difficult to KO horizontally despite being a fast-falling character with slow air speed, which is also due to his high weight and the fact that he boasts an impressive recovery, due to his multiple midair jumps and Super Dedede Jump.
However, King Dedede's tier drop is largely due to the weakening or total removal of moves and/or mechanics that were important to his neutral game. The most notable examples are the removal of chain grabbing and his former back aerial, as well as his significantly worsened grab game, which has gone from one of the best to below average. Additionally, he retains his poor mobility and sluggish frame data from Brawl: he has among the slowest walking and dashing speeds, while his air speed, which was already the slowest in Brawl, has become even slower.
King Dedede's moveset also has among the slowest moves in the game, with only his down tilt, neutral aerial and standing grab being active before frame 9. These traits not only hinder Dedede offensively, but defensively as well; alongside his large size, considerable weight and fast falling speed, Dedede's mobility and frame data issues result in him being among the characters that are most vulnerable to rushdowns, combos, and camping, with only his moderate gravity enabling him to not be as vulnerable as other heavyweights or fast-fallers would be to them. Dedede is also no longer capable of camping himself due to his new side special, Gordo Throw, being reflectable by any attack that deals at least 2%. Finally, Dedede suffers from disproportionately weak strength for a super heavyweight: his fastest moves fail to KO until very high percentages, while his slowest moves are among the most punishable in the game.
As a result of his glaring flaws, King Dedede's perception and results are both poor, although they are somewhat better in the European scene. While King Dedede maintains a decently sized playerbase that has brought about great advancements to his metagame, he is widely considered to be nonviable in the current metagame, to the point that he is perceived by some players as one of the worst characters in SSB4 or, in the opinion of Dabuz, the absolute worst character. Thus, his current tier ranking is somewhat debatable, as many currently argue that he should be even lower than his current placement.
King Dedede is the third heaviest character and, like Ganondorf, is the epitome of the archetypal heavyweight: he has a large frame, slow walking and dashing speeds (despite them being increased), below average traction, the slowest air speed, one of the slowest air acceleration values, the second fastest falling speed and average gravity.
Unsurprisingly, King Dedede's greatest strength is his impressive survivability: he is often considered to have the best survivability overall in the game. His very fast falling speed gives him the best vertical endurance, while his weight and great recovery makes his horizontal endurance one of the best. In addition, he is notoriously difficult to edgeguard and gimp. Despite his very high falling speed and extremely slow air speed, he possesses four midair jumps. These help him stall his fall and cover long distances, as well as allowing him to edgeguard safely. His recovery does not end with his midair jumps. His up special, Super Dedede Jump, grants a very large amount of vertical distance and a good amount of horizontal distance. It also has super armor and can meteor smash, meaning that attempts to intercept it might end with the opponent getting edgeguarded instead.
His potent punishment game also supplements his great survivability. Almost all of his attacks deal high amounts of damage and can put opponents at a disadvantage. His most useful moves at that include, but are not limited to, down tilt, down smash and his grab game. The former is also very quick for a super heavyweight, and can help him fend off opponents and set up edgeguards. His pummel is highly damaging, making it good for adding up damage before throwing the opponent. His forward throw can reliably launch opponents off-stage, while his back throw deals very high damage. Lastly, his down throw can combo into up tilt, up smash and any aerial attack bar his down aerial, making it very reliable for damage racking and giving him combos that most fellow heavyweights do not have. He also has a plethora of very powerful moves, including his forward and down smashes, his up, back and down aerials, and Jet Hammer, all of which are capable of KOing easily if they connect. Because of these advantages, he is also one of the characters to benefit the most from rage, as it allows his powerful moves to put the opponent in a disadvantageous situation most of the time, and can allow him to initiate a comeback, which is further complimented by his survivability.
Another advantage King Dedede possesses is his range. Unlike his fellow super heavyweights, he possesses a weapon in the form of his signature hammer, which grants the majority of his moves disjointed ranges and enables him to out-space opponents with poor ranges, such as Jigglypuff and Ness. Prominent examples of this are his forward tilt, all of his smash attacks, and all of his aerials except neutral aerial, but said moves poor reach is compensated for, courtesy of its decent KO potential when clean. It should be also noted that moves that do not utilize his hammer also have long durations, such as his up and down tilts, and the aforementioned neutral aerial, which can also make him difficult to punish if the opponent stands too close to him and mistimes its punish.
However, King Dedede has numerous weaknesses, which are significant enough to outweigh his positives. His most prominent one is his underwhelming frame data, which is notably among the worst in the game, a problem shared with Shulk, Ganondorf and Palutena. Despite their power, the majority of his moves are among the slowest, making Dedede prone to punishment, and due to his vulnerability to combos and juggles, he will have to read his opponents more often than not to land a move and avoid being punished. However, it should be noted that his moveset is among, if not the overall, weakest of the super heavyweights; very few of his moves are capable of reliably KOing before 80%, with said moves being nearly limited to back aerial, Jet Hammer, and forward smash, all of which are easily telegraphed and highly punishable, despite back aerial being able to autocancel from a short hop. His fastest moves are incapable of KOing until very high percentages, and his slowest moves are among the most predictable and most punishable in the game, with notable examples being forward smash and up tilt. These factors make said moves being easy to punish before or after they connect. While the fastest of his moves, his down tilt and neutral aerial, come out on frame 6, repeated use of them can render him a predictable opponent.
Another one of King Dedede's most prominent weaknesses is his polarized mobility. All of his attributes work against him, as they give him very slow horizontal movement, hindering his ability to approach and combat spacing and camping. The latter problem is more serious, as he has no useful counters against projectiles, with Dedede's projectile being ineffective and overall unreliable to combat camping altogether. His slow horizontal mobility leaves him vulnerable to getting juggled horizontally, while his very quick vertical mobility also leaves him vulnerable to combos, and he has a hard time escaping from them once he enters enough knockback, with a move that grants super armor, Super Dedede Jump, coming out way too slowly to render him invulnerable to heavy damage once an opponent gets a combo in. In turn, this makes it very simple for other characters with reliable combo games, such as Luigi and Bayonetta, to easily rack up damage on him.
Another flaw King Dedede faces is his approach. All of his attributes significantly hinder his ability to get close to characters safely, considering the aforementioned factors of the overwhelming start-up and ending lag on his attacks, fairly poor mobility regardless if grounded or in the air, and his noticeable nerfs from game updates, which have all decreased his already poor offensive game. Most notably, his grabs' drastically reduced ranges and the removal of chain grabbing are collectively considered to be his fatal flaw: they not only hinder his chances to rack up damage efficiently, but also almost completely remove his chances of reliably KOing his opponents or keeping his opponents at bay with his grabs.
His special moveset also faces some issues, as it is arguably half-functional. Gordo Toss is often considered his best special move, as it can be used for a KO option at high percents, can grant strong stage control if spaced and timed correctly, and can be used as a set-up into many other options if the opponent is sent toward Dedede. It can also aid his edgeguard attempts if the Gordo gets stuck on a wall or edge, allowing him to score a KO. Finally, it can be used to edge trap the opponent, giving them few options to retaliate and get back to safety. However, it has one major flaw, arguably enough to counterbalance all of the Gordos positives: it can be reflected by any attack that deals at least 2%, which can limit its otherwise great utility and stage control potential and renders it a risky move, even when used from a safe distance. As a result of this, King Dedede's neutral game is risky due to being so committal.
Super Dedede Jump is an amazing recovery move due to its distance and super armor, but its use is almost limited exclusively to recovering. Though, said moves landing induces high shield damage, average shieldstun, and emits stars upon meeting the ground, which can make the move surprisingly difficult to punish, despite the moves high end lag. Inhale can be used to add on pressure to the opponent and possibly score a Dededecide, but it is easily telegraphed, laggy, and unsafe due to the removal of grab armor. Lastly, Jet Hammer is best used only when trying to punish an unsafe get-up attempt or when breaking a shield.
Lastly, King Dedede is one of the few characters that has the least effective custom moves in the game, as he has only three that either match or surpass the utility of his default special moves: Topspin Gordo, Bouncing Gordo and Rising Dedede. Topspin Gordo has consistent power and moves much faster, giving it much more range, but starts up slower and does not last as long. Bouncing Gordo is electrical and allows for stage control and pressure, but is much weaker. Rising Dedede maintains its super armor while having a strong hitbox on the way up, making it impossible to interrupt his recovery, but loses its very powerful descending hitbox. It also cancels immediately at the apex of the jump, making it able to grab the edge at any time.
All of his other custom moves have very situational advantages and are overshadowed by their disadvantages, with Dedede Storm, Taste Test, and Armored Jet Hammer being the most notorious examples. Dedede Storm has much slower start-up and ending lag than Inhale, removes Dededecide, is a multiple hitting move that cannot connect after 100%, and lacks strong hitboxes, preventing it from KOing even well beyond 200%. Taste Test spits opponents out instantly, preventing Dedede from sending the opponent off-stage, which allows them to exploit his vulnerability. Armored Jet Hammer offers super armor on charge, but causes recoil damage faster, is drastically weaker to the point where a fully charged blow is weaker than an uncharged hit by the default, and has severe ending lag to the point where one can jump from the top of Battlefield and use it and then be unable to move until Dedede lands on the main platform.
Overall, King Dedede's weaknesses outweigh his strengths. Due to his very sluggish frame data, risky neutral game and poor approach, his optimal playstyle is a defensive combination of zoning as well as baiting and punishing. The prominence of his flaws has also resulted in very low tournament representation and a poor perception despite the decent size of his playerbase, as only Big D has achieved arguably notable results in the Western scene, while El_Bardo has achieved some notable tournament results in the European scene. However, outside of their efforts, Dedede has fairly poor tournament results.
Changes from Brawl
King Dedede has been heavily nerfed in the transition from Brawl to SSB4. Several of his moves have been heavily altered or changed entirely, which has resulted in both positive and negative changes to his playstyle, though despite his buffs, his nerfs are much more prevalent due to his worse frame data and the loss of many of the traits that made him a formidable character in Brawl.
The most notable positives that these changes bring are his new down tilt, new side special Gordo Toss, and his down special, Jet Hammer. Dedede's new down tilt has faster start-up and travels a long distance, making it one of his best defensive moves (out of shield, after a smash attack, etc). Unlike Waddle Dee Toss, Gordo Toss deals a consistent amount of damage, fairly high knockback, and can even be used to "pinball" opponents by using their tumbling momentum to Dedede's advantage by trapping them between a Gordo and Dedede due to the ability to angle a Gordo's trajectory, which improves his neutral game. Lastly, Jet Hammer has been noticeably buffed in terms of range and the recoil damage, and due to the addition of rage combined with his high survivability and weight, it is a much better move both onstage and for ledge-guarding. As a result, these moves are more versatile than their previous iterations in Brawl. Some of the gameplay changes brought about by SSB4 have also helped Dedede. He is now less susceptible to projectile camping due to the universal nerf to campable projectiles, and he can utilize the rage mechanic very effectively due to his considerable weight, which supplements his high power.
However, the aforementioned new move alterations and changes to gameplay mechanics have also brought drawbacks that drastically outweigh the aforementioned positives, despite having a less polarized moveset than Brawl. The most notable examples are his up tilt, new back aerial, and especially his new down throw all losing their versatility due to the former losing its KO power, the second losing its fast startup and lingering hitbox (both up tilt and back aerial also lost their consistent strength), and the latter being affected by SSB4's removal of chain grabbing. Dedede's renowned grab game was also nerfed even further due to his grab range being reduced. His new moves, despite bringing nice buffs, have also brought some drawbacks as well, such as his down tilt losing its KO power, his new forward aerial no longer autocanceling from a short hop (despite its faster start-up lag and more favorable hitbox placement) and Gordo Toss being able to be reflected by any hitbox that deals at least 2%, which also hurts the previous anti-camping abilities the Waddle Dee Toss had in Brawl. The latter two points coupled with the removal of chain grabbing have all significantly nerfed Dedede's approach. Despite zoning having been universally nerfed, Dedede still arguably has the hardest time dealing with it. His excellent recovery has also got both buffs and nerfs, as Super Dedede Jump can now grab edges, but his already poor air speed was lowered even further. The latter nerf also worsens his already poor mobility overall, despite his improved ground mobility and fast-falling speed. Lastly, the changes to hitstun canceling also significantly harm Dedede, as they weaken his vertical endurance and make him an easy victim of combos, which is further compounded by the introduction of more versatile combo throws than he has.
As a result of these changes, King Dedede is one of the characters to have been unarguably nerfed in his transition from Brawl, alongside Jigglypuff, Falco, Olimar, Marth and fellow series representative Meta Knight. However, it is important to note that the latter two have received noticeable, direct buffs over time by game updates, while Dedede has been directly nerfed in them. Due to this, and unlike these characters, he is overall seen as non-viable in competitive play.
Despite his poorly regarded status, King Dedede has been nerfed in game updates. Update 1.0.4 weakened Dedede's forward aerial, which makes him easier to be punished at low percentages even on hit. It also strengthened his down throw, which makes follow-ups harder to perform and did not grant it KO potential in return. Gordo Toss was made riskier, due to Gordos becoming slightly smaller and requiring only 2% to be reflected back, while Dedede Burst was tweaked to the point that it can now be avoided by air dodging.
On the other hand, King Dedede indirectly benefits from the changes to shield mechanics brought by update 1.1.1, as his moves are safer on shield due to their high damage outputs, high hitlag and/or multiple hitting properties, though this does not compensate properly for the previous nerfs.
Lastly, King Dedede was nerfed in update 1.1.4, with his air speed having been reduced to the point that he is now slower than Shield-boosted Shulk. As a result, he is slightly worse than he was during the game's initial release.
In competitive play
Tier placement and history
Upon the game's release, players quickly noticed King Dedede's nerfs in the transition from Brawl, most notably the loss of chain grabbing, though they also argued some of his buffs would help compensate in the long run, with players perceiving his new forward aerial, Gordo Toss and down tilt as more useful than the previous respective moves in Brawl. However, as the metagame progressed, King Dedede's weaknesses became more apparent, and players realized the changes to game mechanics not only significantly hurt Dedede, but that he had indeed lost much more than what he gained from Brawl as well. Despite the good results gained by players like Big D and El_Bardo (with the former getting 17th at Paragon Los Angeles 2015), expectations of him would become worse as time passed. As a result, King Dedede was ranked 46th on the first tier list, confirming his status as a bottom-tier character.
Despite the great advancements brought to his metagame as well as decent results, however, King Dedede's air speed was nerfed in update 1.1.4. While minor, this nerf is notable in two ways: it worsened his neutral game and recovery, and it is now the slowest in the game, even slower than that of Shulk while using the Shield Art. As a result of this, Dedede's results became much worse, and as a result he dropped to 52nd on the second tier list. Since the tiers had expanded by then, it this placement drop resulted in him becoming the second highest ranking bottom-tier character, having lost his position as the highest ranking bottom-tier character to Charizard. As of the third and current tier list, King Dedede is still ranked 52nd, although he is now assessed as a low-tier character due to the bottom-tier being abolished. Despite this, it it debatable over whether he or Ganondorf is the worst super heavyweight in the game, due to the fact that Ganondorf has garnered a larger playerbase and more results.
In Event Matches
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