King Dedede (SSB4)

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This article is about King Dedede's appearance in Super Smash Bros. 4. For the character in other contexts, see King Dedede.
King Dedede
in Super Smash Bros. 4
King Dedede SSB4.png
Universe Kirby
Other Smash Bros. appearance in Brawl

Availability Starter
Final Smash Dedede Burst
Tier H (52)

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 H tier. This makes him the second highest ranked bottom-tier character, which 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 examples are the removal of chain grabbing and his back aerial, as well as his significantly worsened grab game, which has gone from one of the best to just 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 case of Dabuz, the absolute worst character. Thus, his current tier ranking is somewhat debatable, as many currently argue that he should be even lower in the bottom tier.


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, 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[edit]

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 two new moves and Jet Hammer are noticeably 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. Dedede's new moves, despite bringing nice buffs, have also brought some drawbacks as well, such as his down tilt losing its KO power, his 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, King Dedede is one of the characters to have been unarguably nerfed in his transition from Brawl, alongside Jigglypuff, Olimar, Falco, Marth and fellow 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.


  • Change King Dedede has a more cartoonish and brightly colored appearance due to the new aesthetic used in SSB4, making his design appear similar to his design in Kirby: Right Back at Ya!. His attire also sports a graphical effect that accentuates the fuzz on his robes and crown, while his pupils are also smaller than they are in Brawl. Lastly, he has gained even more exaggerated facial expressions.
  • Change Up taunt's voice clip is now in sync with its animation, regardless of the direction King Dedede is facing.


  • Change Like other large characters, such as Donkey Kong and Bowser, King Dedede's general size in proportion to the other playable characters is also greater than in previous installments. This improves his range, but makes his hurtbox larger.
  • Change King Dedede is heavier (112 → 119). This improves his endurance, but making him more susceptible to combos.
  • Buff King Dedede walks faster (0.95 → 0.98).
  • Buff King Dedede dashes faster (1.22 → 1.36).
  • Nerf King Dedede's air speed is slower (0.658 → 0.63), hindering his aerial mobility and making him even more susceptible to horizontal juggling.
  • Buff King Dedede's fast falling speed is faster (2.73 → 3.12), making him less susceptible to vertical juggling.
  • Change King Dedede's gravity is higher (0.0837 → 0.087885). This makes him able to reach his falling speed faster, but hinders his endurance and makes him more susceptible to combos.
  • Buff Jump is higher.
  • Buff King Dedede's soft landing is faster (5 frames → 2).
  • Buff King Dedede's item throw is stronger (1 → 1.063).
  • Nerf Roll has increased ending lag (IASA 32 → 33).
  • Nerf Sidestep has increased start-up and ending lag (IASA 27 → 28). It also has a shorter duration (frame 2-20 → 4-19).
  • Buff Air dodge has decreased ending lag (IASA 39 → 34).
  • Change The removal of chain grabbing both helps and hinders Dedede. It results in him no longer being very susceptible to them, but removes one of the most pivotal aspects of his playstyle.
  • Nerf The changes to hitstun canceling significantly hinder King Dedede. They make him very susceptible to combos and remove his ability to momentum cancel, hindering his vertical endurance despite his weight increase. However, he still has the best vertical endurance among the cast due to his increased weight.

Ground attacks[edit]

  • Nerf Neutral attack deals less damage (6% → 4% (hit 1), 5% → 4% (hit 2), 2% → 1% (loop)) and has smaller hitboxes (6u/3.5u → 2.5u (hits 1-2), 4u/5u/7u → 2u/3u/7u (loop)). The second hit can also no longer trip opponents.
  • Buff Neutral attack's hits connect together better due to the first hit having slightly decreased start-up (frame 12 → 10) and the second hit being able to be interrupted significantly faster (frame 50 → 28). The neutral infinite now has a finisher, an upward hammer swing, that deals 3% and high knockback (80 (base)/150 (scaling)). This improves its utility potential and safety.
  • Change Neutral attack has altered knockback (20/25/35 (set)/100 (scaling) → 50/48 (base)/25 (set)/10/100 (scaling) (hit 1), 20 (base)/50 (scaling) → 50/30 (base)/10/45 (scaling) (hit 2), 30 (base)/20 (scaling) → 60/20/2 (set)/100 (scaling) (loop hits)) and altered angles (361°/80° → 75°/105°/361° (hit 1), 85° → 115°/105°/100° (hit 2), 30° → 70° (loop hits)).
  • Buff Forward tilt deals more damage (6%/4% → 11%) due to consisting of five hits instead of one, it has a larger hitbox (4.5u → 8u) and it lasts 1 frame longer (frame 12-22 → 12-23). The last hit also has increased knockback (20 (base)/80/100 (scaling) → 30/190), granting it KO potential at very high percentages.
  • Nerf Forward tilt has increased ending lag (20 frames → 26). Dedede also now holds his hammer from the middle of it rather than the end, decreasing its reach.
  • Change Forward tilt has an altered angle (65° → 50°).
  • Buff Up tilt has increased horizontal reach (6u → 8u), especially in front of Dedede, making it slightly easier to land.
  • Nerf Up tilt has received a sourspot on its later portion that deals 2% less damage (12% → 10%) and has increased start-up (frame 7 → 9) and ending lag (25 frames → 29). It also has significantly decreased knockback (30 (base)/120 (scaling) → 50/80), hindering its KO potential.
  • Buff King Dedede has a new down tilt, a forward rolling tackle. Compared to the previous down tilt, it deals more knockback (20/10 (base)/100 (scaling) → 60/75), has a larger hitbox (6u/4u → 7u/5u) and less start-up (frame 7 → 6), making it more useful and versatile.
  • Nerf Down tilt launches opponents at a higher angle (361° → 38°), making it less effective at KOing at very high percentages compared to the previous down tilt, despite its increased knockback. It also lasts 2 frames shorter (10 frames → 8), has more ending lag (25 frames → 27) and can miss if used too close to the opponent.
  • Change Dash attack deals consistent damage (16%/14% → 16%), but has received a sourspot that deals 1% less damage compared to the hitbox on Dedede's body (14% → 13%). It also has increased hitlag (1x → 1.2x). This makes it safer on shield, but easier to DI.
  • Buff Dash attack has increased knockback (35 (base)/95 (scaling) → 40/100) and a larger hitbox (5u → 7u/6u).
  • Nerf Dash attack can now miss if used too close to the opponent.
  • Buff Sourspotted forward smash deals more damage (13% → 15% (early), 5% → 6% (late)) and the early hit has increased knockback scaling (90 → 93), though they are still drastically weaker than the sweetspot. Sweetspotted forward smash also has a larger hitbox (5.7u → 6u).
  • Nerf Sweetspotted forward smash has altered knockback (55 (base)/90 (scaling) → 30/93), hindering its KO potential. However, it is still the strongest forward smash in the game.
  • Change Late sourspotted forward smash has an altered angle (80° → 60°).
  • Buff Up smash has decreased start-up and a longer duration (frame 20-24 → 17-24).
  • Nerf Down smash deals 2% less damage (15% → 13%) and lasts 1 frame shorter (10 frames → 9), making it weaker despite its increased base knockback (50 (base)/82 (scaling) → 60/80).
  • Buff Down smash has altered angles (105°/80°/50° → 30°/361°), making it capable of semi-spiking opponents. This improves its utility, especially for edgeguarding.

Aerial attacks[edit]

  • Buff Neutral aerial has increased knockback (30 (base)/85 (scaling) → 40/95 (clean), 30 (base) → 40 (late)) and a larger hitbox (9u → 10u (clean), 5u → 6u (late)).
  • Nerf King Dedede has a new forward aerial, a downward hammer swing. Compared to the previous forward aerial, it deals 3% less damage (15% → 12%), has more ending lag (22 frames → 27) and a longer autocancel frame (frame 34 → 40). This results in it being unable to autocancel from a short hop.
  • Buff Forward aerial has faster start-up (frame 16 → 13) and a much more favorable hitbox placement with increased reach (7.5u/4u → 8u/5u). This makes it much easier to land and better for combos compared to the previous forward aerial.
  • Buff King Dedede has a new back aerial, an upward hammer swing. It deals 3% more damage (13% → 16%) and has increased range (8.5u/7u → 10u), making it better for KOing compared to the previous back aerial.
  • Nerf Back aerial has significantly more start-up (frame 6 → 17) and ending lag (8 frames → 20), a much shorter duration (frame 6-25 → 17-19), and cannot trip opponents. This makes it much less versatile compared to the previous back aerial.
  • Change Back aerial has different knockback (20 (base)/100 (scaling) → 30/88) compared to the previous back aerial.
  • Change Back aerial has increased hitlag (1x → 1.2x). This makes it safer on shield, but easier to DI.
  • Nerf Up aerial's loop hits deal 1% less damage (2% → 1%), decreasing the move's overall damage potential by 7% (19% → 12%).
  • Buff Up aerial's last hit has increased knockback scaling (130 → 150), improving its KO potential. The multiple hits also have altered angles (60°/120°/95° → 366°/90°). When coupled with the universal nerf to SDI, this improves its trapping ability.
  • Nerf King Dedede has a new down aerial, a downward hammer swing. Compared to the previous down aerial, it deals 2% less damage (17% → 15%) due to consisting of one hit instead of seven, has significantly increased start-up without the long duration (frame 9-27 → 22-23) and has a sourspot at the hammer's handle that deals 9% less damage (17% → 8%). This makes it lack the pressuring and anti-juggling abilities that the previous down aerial had.
  • Buff Down aerial has larger hitboxes (4u/5u/6.5u → 5.5u/6u/8.5u). It also meteor smashes aerial opponents if the hammer's whole head lands (70°/80° → 270°) and launches grounded opponents at the Sakurai angle. This makes it a very powerful edgeguarding option and a powerful, though situational, on-stage KOing option compared to the previous down aerial.
  • Change Sweetspotted down aerial has increased hitlag (1x → 1.5x). This makes it safer on shield, but easier to DI.

Throws/other attacks[edit]

  • Nerf All grabs' ranges have decreased.
  • Nerf Standing grab and pivot grab have increased start-up (frame 6 → 7 (standing), frame 7 → 10 (pivot)).
  • Buff Dash grab has slightly decreased ending lag, making it less punishable when missed.
  • Change Dash grab's animation has changed: Dedede no longer stumbles over when he misses it.
  • Nerf Forward, back, and down throws deal less damage (12% → 10% (forward), 16% → 13% (back), 8% → 6% (down)).
  • Nerf Back throw has an altered angle (361° → 60°). When coupled with its decreased damage output, this hinders its KO potential, despite its increased knockback scaling (65 → 79).
  • Buff The changes to hitstun canceling improve up throw's follow-up potential into up aerial at low percentages.
  • Buff King Dedede has a new down throw, a one-handed body slam. Compared to the previous down throw, it launches opponents at a vertical angle (20° → 80°), making it better for combos.
  • Nerf Down throw no longer has set knockback (80 (set)/100 (scaling) → 70 (base)/82 (scaling)).
  • Change Floor attack deals 1% more damage (6% → 7%), though its knockback scaling was compensated (50 → 48). It also has an altered angle (361° → 48°).
  • Nerf King Dedede's intangible and very far-reaching 100%+ edge attack was removed, leaving him with a significantly inferior edge attack at high percentages.
  • Buff Edge attack no longer has set knockback (110 (set)/100 (scaling) → 20 (base)/90 (scaling)).

Special moves[edit]

  • Nerf The removal of grab armor hinders Inhale's utility as a defensive landing option, as trades will now result in Dedede getting hit instead of Inhaling the opponent.
  • Buff King Dedede has a new side special, Gordo Toss. Dedede takes out a Gordo and hits it with his hammer, bouncing it along the ground. Compared to Waddle Dee Toss, Gordo Toss is much more consistent both as a projectile and in power. Gordo Toss' ability to bounce the Gordos in different trajectories also gives the move greater trapping capabilities. The hammer swing used to perform the move also produces a hitbox on the hammer that deals 12%, which can also hit opponents into the subsequently tossed Gordo for immense damage. Additionally, Gordo Toss can hit twice depending on the opponent's position.
  • Nerf Gordo Toss deals 8% less damage (22% → 14%) compared to Waddle Dee Toss' Gordos. Unlike Waddle Dee Toss, Gordo Toss lacks anti-camping potential due to its Gordos being susceptible to reflection by any hitbox that deals at least 2%.
  • Buff King Dedede can now grab edges during Super Dedede Jump's ascent as long as he is facing the stage, improving its safety. Super Dedede Jump's landing hit can now bury grounded opponents. Although Super Dedede Jump's landing hit no longer deals extra shield damage (3 → 0), it is heavily compensated with the removal of damage reduction on shields. This improves its shield breaking potential.
  • Change As a result of King Dedede's faster fast falling speed, Super Dedede Jump descends faster. It is also now canceled by pressing up instead of down.
  • Buff The changes to edge mechanics improve Jet Hammer's edgeguarding potential. The 19% damage increase to shields and the significant increase to shieldstun also both significantly improve fully charged Jet Hammer's shield breaking potential. Fully charged Jet Hammer's recoil damage also stops earlier (150% → 100%) and when coupled with the introduction of rage, its recoil damage is now a double-edged sword rather than a sole hindrance. The move also has a larger hitbox (7u → 7.5u).
  • Buff Uncharged Jet Hammer has increased base knockback (20 → 30) and decreased start-up (frame 29 → 27).
  • Change Fully charged Jet Hammer now has a consistent angle (361°/80° → 361°).
  • Change Fully charged grounded Jet Hammer deals 8% more damage (30%/20% → 38%/28%), though its knockback was compensated (30 (base)/80 (scaling) → 5/66).
  • Nerf Sweetspotted fully charged aerial Jet Hammer deals 1% less damage (28% → 27%) and has decreased knockback (30 (base)/80 (scaling) → 10/70). Uncharged Jet Hammer lasts 1 frame shorter (3 frames → 2).
  • Change Jet Hammer's animation has changed. It now produces much more intense lighting that visually brightens the surrounding area along with an aesthetic wind effect. The swing is lower when used on the ground, and its fully charged swing is more exaggerated. Dedede also visibly sweats with a grimacing facial expression when using the move.
  • Change King Dedede has a new Final Smash, Dedede Burst. Compared to Waddle Dee Army, it is a trapping Final Smash with average initial range and KO potential of a standard Final Smash, making it significantly more reliable at KOing. Unlike Waddle Dee Army, Dedede Burst deals a fixed amount of damage (46%), making it less damaging overall. It is also the only trapping Final Smash that can be escaped from.

Update history[edit]

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.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Nerf Forward aerial deals 1% less damage: 13% → 12%.
  • Change Down throw's angle altered: 70° → 80°.
  • Nerf Down throw's knockback scaling increased: 60 → 82. This hampers its combo ability at higher percents.
  • Nerf All variations of Gordo Toss require 1% less damage to be reflected: 3% → 2%.
  • Nerf All variations of Gordo Toss have had their hitbox sizes decreased by 0.4 units.
  • Change Dedede Burst's hammer hits transition into each other faster.
    • Nerf Due to the above change and the lower knockback on each hit, characters can now air dodge out of and escape Dedede Burst.

Super Smash Bros. 4 1.0.8

Super Smash Bros. 4 1.1.3

Super Smash Bros. 4 1.1.4


  Name Damage Description
Neutral attack   4% A pair of hammer swings, followed by thrusting his hammer forward while twirling its head, followed by an upward swing. Due to coming out on frame 10, it is the second slowest neutral attack in the game, being surpassed only by Zelda's by 1 frame. However, King Dedede's has a largely disjointed range and can be used in a zero-to-death combo. Unlike most neutral infinites, its finisher launches opponents at a nearly vertical trajectory and has KO potential, as it KOs around 150%. When jab canceled, it can be followed up reliably with down tilt and down throw, which can lead into decently damaging combos even up to very high percentages.
1% (loop), 3% (last)
Forward tilt   2% (hits 1-4), 3% (hit 5) Thrusts his hammer forward while twirling its head. Very good range, though its fourth hitbox can only connect if the move lands at the tip of the hammer. However, its rather long ending lag makes this move unsafe if it does not connect at its farthest range.
Up tilt   12% (body), 10% (head) An upward headbutt. King Dedede's head and upper body are intangible while its hitbox is active.
Down tilt   10% (clean), 6% (late) A rolling tackle. Its very fast start-up makes it capable of being used after most defensive options and attacks, as a good out of shield option, or for disrupting opponents.
Dash attack   16% (clean), 13% (late) His signature belly flopping tackle. A slow and powerful KOing option, it is strongest dash attack in the game and is even stronger than some of the cast's smash attacks, KOing at around 80% near the edge due to its exceptionally high knockback. Originates from Kirby's Dream Land.
Forward smash   15% (early), 24% (clean), 6% (late) Rears his hammer back and slams it down. The strongest and second most damaging forward smash in the game, with equal KO power to match, and only being surpassed by Lucario's forward smash with max Aura. It has the slowset start-up of any smash attack, however, but also rather low ending lag for its power, making it more difficult to punish head-on than expected. It also has transcendent priority. Originates from Kirby's Dream Land.
Up smash   14% (hammer), 9% (body) An upward hammer swing. Relatively slow compared to his up tilt, but less situational than in Brawl. Great vertical knockback if hit by the hammer's head, KOing at around 115%. However, it can miss against short characters during the move's start-up as the attack does not possess a hitbox directly in front of him. It also has transcendent priority.
Down smash   13% A spinning hammer swing around himself. King Dedede's weakest smash attack, but the hammer's head is a semi-spike, making it one of his quickest and most reliable ground finishers, KOing under 100% near the edge. It also has transcendent priority. Appears very similar to the Giant Dedede Swing from Kirby's Return to Dream Land.
Neutral aerial   12% (clean), 7% (late) A splash. Functions like a sex kick, but unlike the majority of them, it has transcendent priority. When coupled with a fast fall, its late hit has follow-up potential.
Forward aerial   12% A downward hammer swing done in a quick full-body flip. At low percentages, it can combo into itself to drag opponents downward and off-stage. This can be fatal for characters with unimpressive recoveries, such as Roy, Little Mac or Cloud.
Back aerial   16% An upward hammer swing behind himself. Deals impressive damage and knockback, which enables it to KO reliably below 130%. It also autocancels from a short hop.
Up aerial   1% (hits 1-7), 5% (hit 8) Thrusts his hammer upward while twirling its head. Has low lag and is quite strong for a multiple hitting move, being able to KO below 130%. It can drag opponents down, similarly to Greninja's up aerial. It is also useful for fending off edgeguard attempts while recovering.
Down aerial   15% (hammer head), 8% (handle) A downward hammer swing after a pause. The sweetspot is a very powerful meteor smash only on aerial opponents. On grounded opponents, it deals high horizontal knockback, KOing at around 100% near the edge.
Grab   Reaches out. Unlike in Brawl, Dedede's grab range is now slightly below average.
Pummel   3% A headbutt. Moderately slow, but one of the most damaging pummels in the game.
Forward throw   4% (hit 1), 6% (throw) Strikes the opponent forward with his hammer.
Back throw   4% (hit 1), 9% (throw) Strikes the opponent backward with his hammer, though at a higher angle. King Dedede's strongest throw, but due to the fact it launches at a very high angle, it does not KO until very high percentages, depending on the opponent's weight and DI. It is better at damage racking due to these factors.
Up throw   4% (hit 1), 5% (throw) A jump set, a technique used in volleyball. Can lead into up aerial at low to medium percentages.
Down throw   6% A one-handed body slam. King Dedede's best combo starter, it can initiate true combos into his up tilt, up smash and neutral, forward, up or back aerials until medium percentages. The up aerial combo can also be used until high percentages as a KO set-up while the back aerial combo can rack up damage.
Floor attack (front)   7% Gets up and kicks in front of himself and then behind himself.
Floor attack (back)   7%
Floor attack (trip)   5% Swings his hammer in of himself and then behind himself while twirling the hammer's head.
Edge attack   8% Performs a kick while climbing up.
Neutral special Default Inhale 5% (release), 10% (spit) Inhales the opponent. While they have been Inhaled, King Dedede can then walk around and spit them out to inflict damage. This move can also can also be used to swallow projectiles and items. Unlike Kirby's Inhale, Dedede will not be damaged or be healed upon Inhaling explosive or non-explosive items, respectively.
Custom 1 Dedede Storm 2% (loop), 3% (outer hit) Instead of Inhaling opponents, King Dedede will vacuum the opponent toward him, which hits multiple times, before exhaling them upward with the last hit. Will stop connecting reliably around the 100% range on most characters and usually cannot KO until the 200% range due to its lack of strong hitboxes throughout its duration.
Custom 2 Taste Test 5% (release), 12% (spit) Inhales faster and the spit deals slightly more damage. However, opponents are spit out immediately instead of being kept inside King Dedede's mouth.
Side special Default Gordo Throw 10% (hammer), 14%/12.5%/11%/9.5% (Gordo) Hits a bouncing Gordo with his hammer. Its trajectory can be angled upward, forward, or downward. The Gordos disappear after four bounces. Additionally, they can be reflected by any attack dealing at least 2%. Of further note is that Dedede can hit opponents with the hammer swing used to serve the Gordo, potentially leading into a hit by both the hammer and Gordo for a considerable amount of damage.
Custom 1 Topspin Gordo 10% (hammer), 11% (Gordo) Throws a Gordo that does not go far initially, but flies forward upon bouncing. Disappears after a second bounce.
Custom 2 Bouncing Gordo 10% (hammer), 6% (Gordo) The Gordo is electrified and bounces back and forth. Angling the move changes the Gordo's trajectory significantly.
Up special Default Super Dedede Jump 15% (drop), 11% (landing), 5% (stars) His signature jump, which ends with him descending devastating double foot stomp that buries grounded opponents on impact. Aerial opponents hit by the stomp are meteor smashed. Like Yoshi Bomb, it emits stars on both sides after King Dedede's stomp, which can make it difficult to punish, especially against characters that lack a projectile. This move cannot grab ledges on descent, unless it is canceled. If cancelled too late efore landing, Dedede will suffer massive landing lag that lasts more than a second.
Custom 1 Rising Dedede 15% (clean), 12% (late) Instead of stomping, King Dedede deals damage during the jump and then descends into helplessness. If Dedede descends less distance than he ascended, he will suffer the severe landing lag he would normally receive if the default move was canceled too late.
Custom 2 Quick Dedede Jump 10% (drop), 5% (stars) Jumps faster, but the stomp is also weaker and lower than the default.
Down special Default Jet Hammer 11% (uncharged grounded), 10% (uncharged aerial), 38%/28% (fully charged grounded), 27%/16% (fully charged aerial) Activates the afterburner in his hammer to charge up a very powerful swing, which is released when the special button is released. Dedede can walk around slowly and jump once while charging. Dedede can hold the hammer out indefinitely, but it slowly deals recoil damage if he holds it when fully charged. A fully charged Jet Hammer can easily KO opponents below 50% near the edge. At 100%, King Dedede will not receive recoil.
Custom 1 Armored Jet Hammer 9% (uncharged), 24%/20% (fully charged grounded), 22%/15% (fully charged aerial) Grants an immunity to flinching while charging on the ground. However, the swing is significantly weaker, not KOing until 150%, while also dealing recoil damage faster.
Custom 2 Dash Jet Hammer 7%/6% (uncharged), 18%/16% (fully charged) Charging pushes King Dedede backward, while unleashing it propels him forward at the expense of damage.
Final Smash Dedede Burst 10% (hits 1-3), 1% (hit 4), 15% (hit 5) Inhales the opponent into place, strikes them three times with his hammer aflame, then fires a bomb out of it, launching the opponent diagonally in a spray of fireworks. It can KO at 47%, however, this Final Smash can be escaped from, making it unreliable to use on most opponents.

On-screen appearance[edit]

  • Gets carried onto the stage via a palanquin held by four Waddle Dees, then jumps off, scattering them.


  • Up taunt: Hoists his hammer above his head and pumps it up and down while vocalizing. Unlike in Brawl, the voice line now plays correctly even if Dedede faces backwards.
  • Side taunt: Spins his hammer and looks at it while laughing.
  • Down taunt: Dances in a circle while drumming on his belly and vocalizing with each step.
Up taunt Side taunt Down taunt
KingDededeUpTauntSSB4.jpg KingDededeSideTauntSSB4.jpg KingDededeDownTauntSSB4.jpg

Idle poses[edit]

  • Taps his hammer on his shoulder.
  • Smacks his belly.
KingDededeIdlePose1SSB4.jpg KingDededeIdlePose2SSB4.jpg

Crowd cheer[edit]

English Japanese
King Dedede Cheer NTSC SSB4.ogg
King Dedede Cheer JP SSB4.ogg
Description De-De-De! De-De-De! Dedededededede! De-De-De! De-De-De! Dedededededede!
Pitch Group chant Group chant

Victory poses[edit]

A flourished remix of the short, recurring theme that debuted in Kirby's Dream Land and which plays when Kirby completes a stage or defeats a boss.
  • Slaps his belly twice with the sound of a bongo drumbeat as he leans on his hammer with one arm and a Waddle Dee stands nearby. Afterward, he continues to rub his belly with his free hand as he laughs gloatingly.
  • Slams his hammer down on both sides of him, then looks towards the screen.
  • Spins his hammer into the air and finishes with a pose while sporting Super Smash Bros. for Wii Ua strained and angry facial expression or Super Smash Bros. for Nintendo 3DSthe same expression that sees his eyelids slightly adjust at the end of the animation, resulting in his expression simply looking tense and no longer angry.
KingDededePose1WiiU.gif KingDededePose2WiiU.gif KingDededePose3WiiU.gif

In competitive play[edit]

Official Custom Moveset Project[edit]

Character Custom sets available
KingDededeHeadSSB4-U.png King Dedede 3112 3122 3312 3322 1122
1312 1322 2112 2122 2312

Notable players[edit]



Tier placement and history[edit]

King Dedede was initially seen as having been slightly nerfed upon SSB4's release, with players perceiving his new forward aerial, Gordo Toss and down tilt as more useful than the previous respective moves in Brawl. However, as time went on, King Dedede's weaknesses became more apparent, and players realized the changes to game mechanics significantly hurt Dedede as well. When coupled with his heavy nerfs, Dedede gained a poor perception as time passed. As a result, King Dedede was ranked 46th on the first tier list, placing him at the top of the H tier.

Despite the great advancements brought to his metagame as well as his decent results, however, King Dedede was nerfed in update 1.1.4, with his air speed now becoming the slowest in the game. Currently, King Dedede is ranked 52nd on the second tier list, which results in him remaining in the H tier. However, his current rank is a moderate drop from his previous one and results in him being the second highest ranking bottom-tier character, having lost his position as the highest ranking bottom-tier character to Charizard.


King Dedede
ntsc He calls himself the King of Dream Land, but he doesn't have a lot of interest in ruling. He really loves to eat, so it's no surprise he's a heavyweight fighter. Despite his size and low speed, he can easily recover with his four jumps. His Jet Hammer will leave a mark on everyone he meets.
pal Being a self-proclaimed king, Dedede clearly doesn't care too much about the whole "politics" thing. He's just a bit greedy. In this game, his weight and hefty hammer make him slow, but he can still jump four times in mid-air anyway, making it easy for him to get back to the stage. Fully charge his Jet Hammer for ultimate destruction.
Game Boy: Kirby's Dream Land (08/1992)
Nintendo 3DS: Kirby: Triple Deluxe (05/2014)
King Dedede (Alt.)
ntsc For the Gordo Throw side special, King Dedede sends a Gordo bouncing with a hammer strike. It bounces off walls—or sometimes gets stuck in them. After a while it'll disappear. If an enemy hits one, it'll bounce back toward you. Use the special again to whack it back at them!
pal For the Gordo Throw side special, King Dedede hits a Gordo with his hammer, sending it bouncing along the stage. It'll bounce off walls, or sometimes get stuck in them. Then, after a while, it'll disappear. If an enemy hits the Gordo with an attack, it'll fly back towards you. Use the special again to whack it back at them!
Game Boy: Kirby's Dream Land (08/1992)
Nintendo 3DS: Kirby: Triple Deluxe (05/2014)
Dedede Burst
ntsc For Dedede's Final Smash, he takes a deep breath, pulling his foes toward him. Once he's gotten them right where he wants them, he'll unleash blows from his giant burning hammer. Topping things off is an explosive from the end of the hammer, sending enemies flying. Could this be worse for his foes? Yes! He's invincible the whole time too!
pal For Dedede's Final Smash, he inhales fiercely to pull foes towards him. Once he's got them right where he wants them, he thrashes them with a giant burning hammer. Then, to top it off, he fires an explosive from his hammer, sending them blasting off. Could it get any worse? Well... yes - Dedede's invincible the entire time.

In Event Matches[edit]

Solo Events[edit]

Co-op Events[edit]

Alternate costumes[edit]

King Dedede Palette (SSB4).png
KingDededeHeadSSB4-U.png KingDededeHeadPinkSSB4-U.png KingDededeHeadGreenSSB4-U.png KingDededeHeadPurpleSSB4-U.png KingDededeHeadCyanSSB4-U.png KingDededeHeadBrownSSB4-U.png KingDededeHeadBlueSSB4-U.png KingDededeHeadBlackSSB4-U.png



  • King Dedede has the longest star KO voice clip in the game. Its duration is so long that it can still be heard briefly even after the star KO. He and Cloud are the only two characters with this quirk.