King Dedede (SSBU)

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

Availability Unlockable
Final Smash Dede-Rush
He's not very fast, but he's one of few heavyweight fighters with great recovery. Apparently, a defeat by Kirby inspired him to train hard to learn a move called Hovering, which allows him to float after taking a deep breath.
Super Smash Blog, Super Smash Bros. Ultimate Official Site

King Dedede (デデデ, Dedede) is a playable character in Super Smash Bros. Ultimate. He was confirmed on June 12th, 2018. King Dedede is classified as fighter #39.

King Dedede’s voice clips from Smash 4, where he was voiced by series creator Masahiro Sakurai, have been repurposed for Ultimate.

How to unlock[edit]

Complete one of the following:

With the exception of the third method, King Dedede must then be defeated on Fountain of Dreams.


King Dedede is tied for the third heaviest character in the game with Donkey Kong, making him a super heavyweight. King Dedede shares some typical attributes with other heavyweights, such as: a high damage output, high KO potential, great endurance, quick falling and fast falling speeds (both tied for second-third fastest in the game), overall sluggish mobility, and a high susceptibility to combos. In spite of having an average initial dash and the thirtieth highest gravity, King Dedede has the twenty-eighth slowest walking speed, eleventh slowest dashing speed, and the worst air speed in the game. Lastly, King Dedede is also tied for having the sixty-first through seventy-first highest air acceleration in the game. To counteract these flaws, however, King Dedede is gifted with four midair jumps.

True to a heavyweight character, King Dedede is gifted with an abundance of KO options and finishers. King Dedede's dash attack is a notable example, dealing huge damage, easily killing shields, and being able to KO at a mere 55% on middleweight opponents. King Dedede's smash attacks all possess good damage and knockback, while having their own perks: forward smash can KO at 30%, has deceptively short ending lag, allowing King Dedede to quickly react, while also being able to destroy full shields, due to hitting them twice; up smash KOs at 100% and sports transcendent priority, while coming with good range and speed, easily being able to hit even the smallest of opponents, while dealing great vertical knockback; lastly, down smash is the fastest smash attack in Dedede's arsenal, KOing at 80%, having transcendent priority, and easily punishing rolling opponents.

The rest of King Dedede's grounded moveset comes with merits: neutral attack is very quick and deals multiple hits, being able to combo into itself, while the finisher's unique vertical knockback allows this move to KO at 150% under rage. King Dedede's forward tilt sports good range and startup lag, while its multiple hits are effective for dealing damage and starting combos, while also trapping rolling or floor-bound opponents; up tilt has quick startup lag and good range, allowing it to combo into itself, while dealing good damage and leaving King Dedede's body and head intangible; lastly, down tilt deals good damage and has good range, being able to pursue opponents, or retreat from them.

King Dedede's aerial game is also decent, thanks to his multiple midair jumps which allow him to stall and bait reactions from opponents. Neutral air is his fastest aerial due to coming out on frame 7, which can help disrupt enemy combos. The late hit can also set up combos for Dedede himself, such as up tilt or up air. Forward air has a lot of range in front of Dedede, which is good for spacing with its decent start up speed, and can Wall of Pain at lower percents. Back air is a potent kill option with good range behind Dedede, which is also a good option for spacing and landing. Up air can beat out a lot of down aerials thanks to its long range, and it also has strong KO potential. Down air, when sweet spotted, is a powerful Meteor Smash offstage, but its use onstage is somewhat limited due to its slow startup.

King Dedede's grab game is less overwhelming than his grounded and aerial attacks, but it is still sufficient. King Dedede's grab only has average range, but this problem can be mitigated by simply dash grabbing. King Dedede's pummel is good for racking up on damage, due to its quick speed, which is especially deadly at high percentages; forward throw has good edgeguarding potential, due to sending opponents forward, easily being able to follow up with Gordo Toss; back throw is Dedede's strongest throw, dealing the most damage and knockback, while having limited degress of damage racking and edgeguarding potential; up throw can also be used to launch opponents into previously thrown Gordos, and can follow up with an up aerial; lastly, down throw's low damage and knockback lend it great combo potential, easily stringing into itself, and initating combos with Dedede's neutral, forward, and back aerials.

King Dedede's special moves have decent utility as well. Inhale acts as a strong command grab that can be B-Reversed for landing options against shielding opponents on the ground or on platforms above Dedede. The spit can force opponents into a recovery state by sending them offstage, which is perhaps where Dedede is strongest. The Gordos from Gordo Throw act as powerful stage control options with KO potentional in their own right at 140% and above, and can set up deadly ledge traps. However, they can easily be reflected by attacks which deal at least 2% damage, so caution is needed for effective use of this move. Super Dedede Jump is a fantastic recovery tool that is very difficult to disrupt as it has Super Armor during the ascent and descent, and it travels a very long vertical distance. Lastly, Jet Hammer is an effective punishing tool that deals very high damage and knockback, and with a max charge it can break full shields. Since the move now has Super Armor during the swing, it is a much more viable option in certain situations than it was in previous installments.

In spite of these strengths, King Dedede still has a few noteworthy drawbacks. King Dedede's biggest problem is his approach, which is among the worst in the game. Despite being buffed, his walking, dashing, and air speeds are still rather sluggish, which is further compounded by his terrible air acceleration. As a result, King Dedede still has immense difficulty catching up to or retreating from his opponents; his mobility issue, combined with his large hurtbox, renders King Dedede extremely vulnerable to combos. King Dedede's below-average dashing speed also makes him over-reliant on fox-trotting to cover grounded distances, which itself is somewhat predictable.

Although King Dedede's high falling and fastfalling speeds allow him to easily return to the ground, they also render him vulnerable to chain throws, while hindering his recovery. King Dedede's recovery is further hampered by his low air speed and jump height, sometimes forcing him to use his Super Dedede Jump to return onstage. Super Dedede Jump itself, in spite of traveling high, also causes King Dedede to descend very quickly; this, coupled with its limited horizontal manueverability, renders Super Dedede Jump unreliable for recovering at certain distances offstage.

King Dedede's other specials can work against him, as well. Inhale still has high ending lag, allowing other characters to easily punish him, while his lost ability to swallow projectiles allows other characters to attack King Dedede with them. Gordo Toss' Gordos can be reflected back at King Dedede, dealing immense damage to him, potentially resulting in a self-induced KO. Jet Hammer also takes a long time to charge, leaving King Dedede susceptible to attack; additionally, its high ending lag leaves him vulnerable to punishment from his opponents.

Overall, King Dedede's high weight, endurance, range, and power allow him to punish his opponents with relative ease from distances, but his poor overall mobility makes King Dedede's approach somewhat abysmal, and renders his recovery somewhat predictable and overly reliable on Super Dedede Jump. King Dedede's frame data can only be seen as average; a decent slew of his attacks have low or normal startup and ending lag, though some, such as his forward smash, are heavily laggy and predictable.

Changes from Super Smash Bros. 4[edit]

Given his notoriety as one of the worst characters in Super Smash Bros. 4, King Dedede has been significantly buffed in the transition from Smash 4 to Ultimate. King Dedede's previously abysmal horizontal mobility has been buffed (although it is still among the worst across the series), while the effectiveness of his aerial moveset has been buffed even further as the reduced landing lag on his aerial attacks gives him landing options, while their increased knockback makes them more effective KO options. Additionally, due to his Inhale gaining the ability to spit out inhaled projectiles, he has effectively gained a reflector, alleviating his vulnerability to projectile camping. The new reflecting abilities of his Inhale also gives him more safety when using Gordo Throw.

King Dedede's biggest buffs, however, were to the utility of his ground game. His already good neutral attack has been improved even further, his up and down tilts can now be reversed upon startup (with the former now regaining its Brawl strength), his already strong smash attacks are stronger overall, and his previously slow forward smash is much faster overall. Altogether, King Dedede is clearly much better than in the previous game, although his viability in tournaments is still unknown. He, however, has achieved great results, thanks to players zaki, Big D and Peli.


  • Change King Dedede's clothing and general design is more cartoonish, with higher contrast colors and simplified detailing on his clothing.
  • Change Normal map changes to the star textures on his hammer give the illusion that they protrude slightly more, as depicted in his official artwork.
  • Change King Dedede's clothes have been given more detail. The fur on his coat and hat appears fluffier and more detailed, and his obi has more depth.
  • Change Like many other characters, King Dedede is more expressive, both with his face and especially his movements. For instance, he now squints during his crouching animation.
  • Change Down taunt now has a more exaggerated animation.
  • Change King Dedede's hammer spinning victory pose now finishes with his hammer transforming into the Jet Hammer.
  • Change King Dedede's victory pose where he stands next to a Waddle Dee and pats his stomach now shows Waddle Dee walking up to him. The ending animation is now more exaggerated, with Dedede bouncing while laughing gloatingly.
  • Change King Dedede's Star KO voice clip has been shortened: it no longer extends past the KO's animation.


  • Buff Like all characters, King Dedede's jumpsquat animation now takes three frames to complete (down from 6).
  • Buff King Dedede dashes faster (1.36 → 1.496).
    • Buff Initial dash is much faster (1.4 → 1.815), enabling foxtrotting for boosted ground mobility.
  • Buff King Dedede walks faster (0.98 → 1.029).
  • Buff King Dedede's air speed is much faster (0.63 → 0.735), now being nearly on par with Luigi's.
  • Change King Dedede is much heavier (119 → 127), allowing him to survive even longer, but makes him more susceptible to combos.

Ground attacks[edit]

  • Neutral attack:
    • Buff The first hit has less endlag (FAF 38 → 33).
    • Buff The first two hits of Neutral attack can jab reset.
    • Buff Neutral infinite has less startup lag (8 → 5), is faster and connects more reliably.
    • Buff Neutral infinite's finisher has less startup lag (6 → 4) and deals significantly more knockback.
    • Nerf Neutral infinite's finisher has more endlag (FAF 47 → 50).
    • Nerf Except for the finisher, each hit of neutral attack deals less damage (first hit: 4% → 2.5%, second hit: 4% → 2.2%, neutral infinite: 1% → 0.5%).
  • Dash attack:
    • Buff Dash attack deals more knockback, remaining the strongest dash attack in the game. This is boosted further by the changes to the Sakurai angle on the ground.
  • Forward tilt:
    • Buff Forward tilt's hits connect more reliably.
    • Change Forward tilt has an altered animation.
  • Up tilt:
    • Buff Up tilt has less startup (9 → 7), and endlag (FAF 44 → 39).
    • Buff Up tilt deals more knockback.
    • Buff Up tilt can be reversed upon startup.
    • Nerf Up tilt does less damage (12%/10% → 10%/8%).
  • Down tilt:
    • Buff Down tilt deals more damage (6%/10% → 10%) and knockback.
    • Buff Down tilt's blind spot has been removed, meaning the attack will also hit opponents that are very close.
    • Buff Down tilt can be reversed upon startup.
  • Forward smash:
    • Buff Forward smash has less startup (42 → 40) and endlag (FAF 82 → 78).
    • Buff Forward smash deals more damage (15%/24%/6% → 16%/18.5%/25%/11%), and higher knockback values, improving its already great KO potential.
    • Buff Forward smash hits shields twice, once before the hammer head hits the ground and once afterwards. This allows it to break full shields, even when uncharged.
  • Up smash:
    • Buff Up smash has a larger hitbox.
    • Buff Up smash deals more damage (14%/9% → 16%/10%) and knockback.

Aerial moves[edit]

  • Buff All aerials have less landing lag (15 → 10 (Neutral aerial), 30 → 19 (Forward aerial), 21 → 14 (Back aerial), 22 → 14 (Up aerial), 30 → 19 (Down aerial).
  • Neutral aerial:
    • Buff Clean neutral aerial deals more knockback, improving its KO potential, while late neutral aerial remains unchanged, which combined with the reduced landing lag and jumpsquat improves its combo potential significantly.
    • Change Neutral aerial causes King Dedede's belly to wobble around during the move.
  • Forward aerial:
    • Change Forward aerial has a slightly altered animation.
  • Back aerial:
    • Change Back aerial has an altered animation. It is a horizontal hammer swing that better matches the move's hitboxes.
    • Buff Back aerial has reduced endlag.
  • Up aerial:
    • Buff Up aerial has more range.
  • Down aerial:
    • Buff Down aerial deals much more knockback.
    • Change Down aerial has a slightly altered animation.

Throws/other attacks[edit]

  • Nerf All grabs have more startup (standing/dash/pivot: 7/9/10 → 8/11/12) and endlag (standing/dash/pivot: FAF 36/45/42 → 40/48/43).
  • Change Pummel is faster but deals less damage (3% → 1.6%).
  • Buff Back throw has somewhat higher knockback, increasing its KO potential.
  • Buff Up throw lets King Dedede act sooner, allowing him to set up combos with it, such as into up aerial.
  • Change Down throw has an altered animation, with him slamming his opponent face-first onto the ground.

Special Moves[edit]

  • Inhale:
    • Buff Inhale acts as a reflector, giving a 1.5x damage boost to any projectiles spat out. Once inhaled, the projectile is spat out almost immediately, and eliminates almost all of the move's ending lag.
      • Buff Inhale can catch and spit his own Gordos. This gives Dedede an option to relaunch Gordos that are hit back at him, and manually allows him to launch Gordos forward much further and at a much faster velocity compared to throwing one with Gordo Throw.
    • Buff Inhale has a much bigger grabbox.
    • Buff Inhale's spit deals more damage (10% → 12%).
    • Change Inhale has an updated, more opaque visual effect.
  • Gordo Throw:
    • Buff Gordos have significantly larger hitboxes that cover the orb as well as the actual spikes.
    • Buff Gordos have increased knockback.
    • Change Gordos gain a surprised expression when deflected. Additionally, they have animated spines.
    • Buff Gordos stick to the ledge more consistently, significantly improving their edgeguarding potential.
    • Buff Gordo Throw has less endlag (FAF 64 → 61).
  • Super Dedede Jump:
    • Buff Super Dedede Jump's landing hit deals more damage (11% → 12%).
    • Buff Super Dedede Jump will snap to ledge when reversed.
    • Buff Super Dedede Jump has far less endlag when canceled.
    • Change Super Dedede Jump descends more quickly.
    • Change King Dedede has blue trails form around him when using Super Dedede Jump, indicating armor.
  • Jet Hammer:
    • Buff Jet Hammer breaks shields when fully charged.
    • Buff Jet Hammer deals more damage (grounded: 11%-38% → 12%-40% ; aerial: 10%-27% → 11%-32%) and knockback.
    • Buff Jet Hammer has armor during the swing (frames 1-14) when used on the ground.
    • Change The fire from Jet Hammer is blue instead of red.
    • Change Fully charged Jet Hammer triggers Special Zoom upon hitting an opponent.
  • Final Smash:
    • Change King Dedede has a new Final Smash called Dede-Rush, which features King Dedede taking his "Masked Dedede" persona from Kirby Super Star Ultra before trapping opponents inside of a caged boxing ring, attacking them with a barrage of missiles, and launching them with his Jet Hammer.
    • Buff It deals more damage (46% → 59.6%) and knockback.
    • Buff Unlike Dedede Burst in Smash 4, it is not possible for opponents to escape once trapped.
    • Nerf Dede-Rush cannot trap more than one opponent at a time for extra damage.
    • Change This new Final Smash deals greater knockback, but deals less damage.

Update history[edit]

Super Smash Bros. Ultimate 2.0.0

  • Bug fix King Dedede’s knockback facial expression has been fixed after inhaling an opponent holding any explosion item.
  • Nerf Gordos' hitboxes on its spikes (4.8u → 3.8u) and body (4.5u → 4u) have been reduced.

Super Smash Bros. Ultimate 3.0.0

  • Bug fix Fixed reflected Charge Shot from Samus that would launch the other way using Inhale.
  • Nerf Gordo Throw deals less shield damage.
  • Nerf Using Gordo Throw and then quickly turning around and immediately using Super Dedede Jump no longer gives the ascent extra height and distance.
  • Change Aerial Gordo Throw's animation has been adjusted.


Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   2.5% A pair of hammer swings, followed by thrusting his hammer forward while twirling its head, followed by an upward swing. Unlike most neutral infinites, its finisher launches opponents at a nearly vertical trajectory and has KO potential, as it KOs around 150% without rage. Is much faster than it was in Smash 4, more reliably comboing into itself.
0.5% (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. Is very useful for Dedede's ledge traps as it's speed, range, and long lasting hitbox allows it to trap rolls and neutral get ups, but this is less rewarding than using his smash attacks. Also good for catching landings when reversed out of a run, and can stuff out punish attempts for landed back air.
Up tilt   10% An upward headbutt. King Dedede's head and upper body are intangible while its hitbox is active. Can combo into itself at low percents and has regained a lot of the power lost in Smash 4.
Down tilt Rolling 10% A cartwheeling tackle. Dedede's fastest move, coming out on frame 6. It is capable of being used after most defensive options and attacks, as a good out of shield option, or for disrupting opponents. Can also lead into itself and other attacks if the opponent doesn't tech.
Dash attack Belly Flop 16% (clean), 13% (late) His signature belly flopping tackle. A slow and powerful KOing option, it is the strongest dash attack in the game and is even stronger than some of the cast's smash attacks, KOing middleweights at around 55% near the edge due to its exceptionally high knockback. Can hit every character on the ledge after their ledge invincibility has ended. Originates from Kirby's Dream Land.
Forward smash   18.5% (handle), 25% (head), 11% (shockwave) Rears his hammer back and slams it down. The most damaging and strongest forward smash in the game, capable of KOing as early as 30% near the edge. It has a very slow startup but with deceptively short endlag and a far reaching quakebox. It can break shields point blank with only a little bit of charging due to it hitting twice. Originates from Kirby's Dream Land.
Up smash   16% An upward hammer swing. A decent anti-air option with great vertical knockback, KOing at middleweights at 100%. Has good range in front and behind Dedede with consistent power throughout the duration, being able to hit short characters unlike in Smash 4. It also has transcendent priority.
Down smash   13% A spinning hammer swing around himself. King Dedede's fastest kill move, sending foes at a low angle and can KO around 80% near edge. Best used for catching rolls as well as ledge attacks. 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. Dedede's fastest aerial, coming out on frame 7. 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, such as an up tilt at low percents, neutral, forward or back air at mid percents, and up air at higher percents.
Forward aerial   12% Somersaults to perform a downward hammer swing. Has good range in front of Dedede, but can be unsafe on hit at lower percents if spaced poorly. This move does not auto cancel in a short-hop and has more landing/ending lag than his back aerial, but starts much earlier. Is capable of performing a pseudo wall of pain while edgeguarding. It can also lock and fend off edgeguard attempts while recovering, due to its long range reaching through ledges.
Back aerial   16% An horizontal hammer swing behind himself. One of Dedede's best moves for spacing and KOing, doing so reliably below 120%. Can be auto canceled in a short-hop, and is also relatively safe on shield when spaced at max range.
Up aerial   1% (hits 1-7), 5% (hit 8) Thrusts his hammer upward while twirling its head. Has tremendous reach above Dedede beating out many down airs. It is quite strong for a multiple hitting move, being able to KO below 130%. Like his Forward Air, it can hit edgeguarding opponents through ledges.
Down aerial   15% (hammer head), 8% (handle) A downward hammer swing. The sweetspot is a very powerful meteor smash only on aerial opponents. The meteor smash only activates at 28% or higher. On grounded opponents, it deals high horizontal knockback, KOing at around 100% near the edge.
Grab   Reaches out. Unlike in Brawl, where it was notoriously long ranged, King Dedede's overall grab range is roughly average.
Pummel   1.6% A headbutt. Quicker but less damaging than it was in Smash 4, good for racking damage.
Forward throw   4% (hit 1), 6% (throw) Strikes the opponent forward with his hammer. Can be used to set up an edgeguard or launch the opponent into a previously thrown Gordo.
Back throw   4% (hit 1), 9% (throw) Strikes the opponent backward with his hammer. 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. Like forward throw, it can be used to launch the opponent into a previously thrown Gordo.
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, but down throw is generally more rewarding and consistent. Like forward throw, can be used to launch the opponent into a previously thrown Gordo.
Down throw   6% A one-handed body slam. King Dedede's best combo starter, it can initiate true combos into a neutral or forward air at very low percents and back air at low to mid percents. At medium percentages, down throw to up air is a KO combo if the opponent DI's incorrectly.
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   10% Performs a kick while climbing up.
Neutral special Inhale 12% (spit) Inhales the opponent. While they have been Inhaled, King Dedede can then walk around and spit them out to inflict damage. Can also can also be used to swallow items and spit back projectiles, acting as a reflector. Can also be a good landing mix-up to catch sidesteps and shields.
Side special 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, which can be used for mindgames. By extension, his throws can be used to launch the opponent toward a previously thrown Gordo. The Gordos disappear after almost 3 seconds. An upward-angled gordo can be used to deny most options at the ledge or even all when combined with an attack. Gordo can also stick to any surface that allows wall jumping, and is much consistent than it was in Smash 4. They can also 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. Dedede can also inhale his own Gordo and spit it out at a considerable speed.
Up special Super Dedede Jump 15% (drop), 12% (landing), 5% (stars) His signature jump. It concludes with a diving double foot stomp that buries grounded opponents and meteor smashes aerial ones. Like Yoshi Bomb, it emits stars on both sides after the diving double foot stomp hits the ground, which can make it difficult to punish, especially against characters that lack a projectile. While it cannot grab edges during its descent, it can do so upon being canceled. However, if it is canceled too late before landing, Dedede will endure landing lag that lasts for more than a second.
Down special Jet Hammer 12% (uncharged grounded), 11% (uncharged aerial), 38% (fully charged grounded), 32% (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. It has super armor during the swing, and it can hit opponents hanging from the ledge after their invincibility wears off. Dedede can hold the hammer out indefinitely, but it slowly deals recoil damage if he holds it when fully charged up until 100%. A fully charged Jet Hammer can easily KO opponents below 50% near the edge, and is able to break shields with a full charge.
Final Smash Dede-Rush 8% (hit 1), 1.8% (missiles), 20% (hammer hit), 10% (last hit) Strikes the opponent with his hammer sending them into his trademark boxing ring with a cage set up. Adopting his Masked Dedede persona, he attacks his opponent with a barrage of missiles, followed by a powerful spinning hammer swing. Deals approximately 60% in total with considerable knockback, but can only trap one opponent at a time.

On-screen appearance[edit]

King Dedede's on-screen appearance.
  • Is carried in on a palanquin by four Waddle Dees, then jumps off, scattering them.


  • Up Taunt: Holds up his hammer in celebration.
  • Side Taunt: Twirls his hammer and laughs.
  • Down Taunt: Spins around in a circle, chanting.

Victory poses[edit]

  • Swings his hammer twice before turning to the camera and posing.
  • Laughs and repeatedly slaps his belly while a Waddle Dee walks into the scene.
  • Twirls his hammer with a grimace, then activates the Jet Hammer.
The victory theme of the Kirby universe is a cover of the short recurring theme that plays when Kirby completes a stage or defeats a boss, debuting in Kirby's Dream Land, though the shortened version that this track is based on debuted in Kirby's Adventure.

In competitive play[edit]

Notable players[edit]

Classic Mode: Royal Rumble[edit]

King Dedede faces off against characters with royal titles such as kings and princesses.

Round Opponent Stage Music Notes
1 King K. Rool Pirate Ship Gang-Plank Galleon
2 Marth and Roy Castle Siege Fire Emblem Theme
3 Zelda Hyrule Castle Overworld Theme - The Legend of Zelda (64)
4 Peach and Daisy Princess Peach's Castle Underwater Theme - Super Mario Bros.
5 Bowser and Bowser Jr. Find Mii (Battlefield form) King Bowser - Super Mario Bros. 3
6 Ganondorf Bridge of Eldin Calamity Ganon Battle - Second Form
Bonus Stage
Final Master Hand Final Destination Master Hand On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand, and the track Master Hand / Crazy Hand plays during the battle.

Role in World of Light[edit]

Finding King Dedede in World of Light

King Dedede was among the fighters that were summoned to fight against the army of Master Hands.

During the opening cutscene, King Dedede was present on the cliffside when Galeem unleashed its beams of light. He was vaporized offscreen and placed under Galeem's imprisonment along with the other fighters, excluding Kirby.

Dedede can only be accessed in a sub-area themed after the Gourmet Race minigame from Kirby Super Star, where the player must collect 11 amounts of scattered food for him to appear.

Fighter Battle[edit]

No. Image Name Type Power Stage Music
King Dedede SSBU.png
King Dedede Attack 9,000 Fountain of Dreams (Ω form) King Dedede's Theme (Brawl)


King Dedede's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking King Dedede in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.

Additionally, King Dedede makes an appearance as a Primary Spirit under his Masked Dedede alter ego.

In Spirit battles[edit]

As the main opponent[edit]

Spirit Battle parameters
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music
Moblin The Legend of Zelda series King Dedede Team KingDededeHeadGreySSBU.png (×4) Neutral 1,900 Skyloft (Battlefield form) •Move Speed ↓ •The enemy favors down specials
•The enemy has reduced move speed
Overworld Theme - The Legend of Zelda
Raven spirit.png
Raphael the Raven Yoshi series •Giant King Dedede KingDededeHeadBlackSSBU.png Shield 4,000 Mario Galaxy N/A •The enemy is giant Yoshi's Island (for 3DS / Wii U)
Pak E Derm Spirit.png
Pak E. Derm Yoshi series King Dedede KingDededeHeadGreySSBU.png Shield 3,900 Yoshi's Story •Jump Power ↓ •You have reduced jump power
•Timed battle
•Only certain Pokémon will emerge from Poké Balls (Alolan Exeggutor)
Yoshi's Story (Melee)
Don Bongo.png
Don Bongo Yoshi series •Giant King Dedede KingDededeHeadGreenSSBU.png Shield 3,900 Yoshi's Story •Move Speed ↑
•Move Speed ↓
•The enemy has increased move speed after a while
•The enemy is giant
•The enemy has reduced move speed
Yoshi's Story (Melee)
Kracko Kirby series King Dedede KingDededeHeadGreySSBU.png
Pikachu PikachuHeadBlueSSBU.png (×2)
Grab 3,500 Skyworld (clouds only) N/A •Defeat the main fighter to win Boss Theme Medley - Kirby Series
Gordo Kirby series •Clear King Dedede KingDededeHeadCyanSSBU.png (×3) Shield 3,800 Green Greens N/A •The enemy's side special has increased power
•The enemy favors side specials
•The enemy is invisible
Kirby Retro Medley
Peppy Hare Spirit.png
Peppy Hare Star Fox series •Bunny King Dedede KingDededeHeadGreySSBU.png
Fox FoxHeadWhiteSSBU.png
Falco FalcoHeadWhiteSSBU.png
Neutral 8,800 Venom N/A •Defeat the main fighter to win
•Reinforcements will appear during the battle
Main Theme - Star Fox 64 (Melee)
Dyntos Spirit.png
Dyntos Kid Icarus series King Dedede KingDededeHeadGreySSBU.png Neutral 7,500 Palutena's Temple (Battlefield form) N/A •The enemy is easily distracted by items Lightning Chariot Base
Yellow Wollywog Spirit.png
Yellow Wollywog Pikmin series King Dedede KingDededeHeadGreenSSBU.png (x3) Shield 3,800 Distant Planet N/A •The enemy favors up specials Garden of Hope (Remix)
Lyle Spirit.png
Lyle Animal Crossing series King Dedede KingDededeHeadBlueSSBU.png Attack 1,700 Smashville •Defense ↑
•Attack Power ↑
•The enemy has increased attack power when the enemy's at high damage
•The enemy has increased defense when the enemy's at high damage
Town Hall and Tom Nook's Store - Animal Crossing: Wild World
Fish Spirit.png
Fish Ballon Fight Series King Dedede KingDededeHeadCyanSSBU.png Grab 3,900 Balloon Fight N/A •The enemy's neutral special has increased power
•Timed Battle
•The enemy favors neutral specials
Balloon Fight Medley
Chef (Personal Trainer: Cooking) Personal Trainer: Cooking Series King Dedede KingDededeHeadGreySSBU.png Shield 3,500 PictoChat 2 •Item: Food •The enemy becomes more powerful after eating
•The enemy is easily distracted by items
Personal Trainer: Cooking

As a minion[edit]

Spirit Battle parameters Reference
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
Dark Matter Kirby series Meta Knight MetaKnightHeadNavySSBU.png
King Dedede KingDededeHeadGreySSBU.png
Attack 13,500 Halberd (Ω form) •Assist Trophy Enemies (Nightmare) •The enemy's melee weapons have increased power
•The enemy can unleash powerful critical hits at random
Stamina battle
02 Battle Possessed King Dedede (Kirby's Dream Land 2)
Captain Syrup.png
Captain Syrup Wario Land series Bayonetta BayonettaHeadPinkSSBU.png
•Giant King Dedede KingDededeHeadGreySSBU.png
Grab 3,500 Pirate Ship N/A •Items will be pulled toward the enemy
•The enemy is giant
•The enemy is easily distracted by items
The Great Sea / Menu Select Genie
Yusuke Persona 5.png
Yusuke Kitagawa Persona series Chrom ChromHeadBlackSSBU.png
King Dedede KingDededeHeadCyanSSBU.png
Grab 2,500 Suzaku Castle (Battlefield form) •Assist Trophy Enemies (Vince) •Defeat the main fighter to win
•Hostile assist trophies will appear after a little while
Last Surprise Goemon

Alternate costumes[edit]

King Dedede Palette (SSBU).png
KingDededeHeadSSBU.png KingDededeHeadPinkSSBU.png KingDededeHeadGreenSSBU.png KingDededeHeadPurpleSSBU.png KingDededeHeadCyanSSBU.png KingDededeHeadGreySSBU.png KingDededeHeadBlueSSBU.png KingDededeHeadBlackSSBU.png


Character Showcase Video[edit]


  • During the segment of the Nintendo E3 Direct that focused on King Dedede's Final Smash, his eyes are normal colored while he is wearing his mask. In the final game, his eyes are yellow.
  • King Dedede is one of four characters to have appeared since Brawl to have a different Final Smash across every installment; the other three are Pit, Zero Suit Samus, and R.O.B..
  • King Dedede's pose in his official render resembles one of his idle poses.
  • In the Korean version of the game, the Announcer calls him "King Dedede", despite having a different name in Korean, "Dedede Daewang", which translates to "Dedede King".
  • King Dedede is the one of the only two antagonists that can be unlocked in the Light Realm, the other being Bowser.
  • There appears to be a new King Dedede glitch only discovered after update 2.0.0, where if King Dedede throws a Smart Bomb at his opponent and tries to Inhale them, the Inhale will not affect anyone until the bomb explosion is over. When this happens, anyone caught in the Inhale from before will teleport into King Dedede's mouth. Kirby can do this too.

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