King Dedede (SSBU)
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.
How to unlock
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 third fastest fast falling speeds (both tied for second and third fastest respectively), overall sluggish mobility, and a high susceptibility to combos. In addition to having an average initial dash and the thirtieth highest gravity, King Dedede has the twenty-eighth slowest walking speed, eleventh slowest dashing speed, the worst air speed in the game, and the fourth slowest air acceleration. To counteract these flaws, however, King Dedede is gifted with four midair jumps.
As a super-heavyweight, King Dedede has immense endurance, both vertically and horizontally. His massive weight makes him difficult to launch, and his incredibly fast falling speed lets him return to the ground quickly. Despite having the worst air mobility, his four midair jumps and Super Dedede Jump, the latter of which travels a very long vertical distance and has super armor during its ascent and descent gives him great recovery for a heavyweight. Super Dedede Jump also has a meteor smash hitbox during its descent, making it risky to intercept if he recovers high. His tech rolls are unusually long-distanced for a character of his size, making him difficult to tech-chase. Finally, King Dedede's trademark hammer grants him a long disjoint in many of his attacks, allowing him to safely space his opponents.
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, high pressure to 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 deal immense pressure to shields with only a slight charge; 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 can deal 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, and its 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 startup speed, and can wall of pain at lower percents. Back air is a potent kill option with a 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 sweetspotted, is a powerful meteor smash offstage, but its use in general is limited due to its slow startup and small awkward hitbox.
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 degrees 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 initiating 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 or even spit them under the stage, which is perhaps where Dedede is strongest. Inhale also doubles as a reflector, allowing him to contest against projectile campers. The Gordos from Gordo Throw act as powerful stage control options with KO potential in their own right at 140% and above and can set up deadly ledge traps. Lastly, Jet Hammer is an effective punishing tool with heavy armor that does very high damage and knockback, and with a max charge, it can break full shields.
In spite of these strengths, King Dedede still has noteworthy drawbacks. King Dedede's biggest problem is his approach, which is among the worst in the game. His mobility is sluggish, especially in the air, giving King Dedede immense difficulty catching up to or retreating from his opponents. 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 weight and falling speeds allow him to easily return to the ground, they also render him vulnerable to combos, juggling, and chain throws while hindering his recovery. King Dedede's recovery is further hampered by his low airspeed and jump height, often 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 maneuverability, renders Super Dedede Jump unreliable for recovering at certain distances offstage.
King Dedede's other specials can work against him, as well. Inhale has high ending lag, allowing other characters to easily punish him. Gordo Toss' Gordos can be reflected back at King Dedede from any attack that does 2% or higher, dealing immense damage to him and potentially resulting in a self-induced KO, requiring him to exercise caution or utilize Inhale on his reflected Gordos. Jet Hammer also takes a long time to charge, leaving King Dedede susceptible to attack, and 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 reliant on Super Dedede Jump. Dedede players should be careful to not make a mistake, else his high weight would render him to heavy punishment.
Changes from Super Smash Bros. 4
King Dedede was infamous for being one of the worst characters in SSB4, owing to a large number of considerable nerfs he received both at SSB4's launch and via game updates while not receiving a single buff in return, and his large amount of weaknesses, including notoriously poor frame data, his moveset's lack of power despite being a super heavyweight, and his special moveset's lack of utility outside of Gordo Throw. Possibly as a result of his very poorly regarded status, King Dedede has been buffed overall in the transition from SSB4 to Ultimate.
Among King Dedede's biggest buffs are those to the utility and consistency of his ground game. Neutral attack's KO power was significantly improved, and it has undergone adjustments that make it harder for opponents to fall from the move as easily. Forward tilt connects much better overall, allowing it to deal its maximum damage more frequently, whereas up tilt has increased KO power (though it's still not as powerful as it was in Brawl) and down tilt's hitbox was fixed, which when combined with the changes to jostling allows it to connect much more frequently. Dash attack now deals significantly increased knockback and has had its hitbox fixed, now making it a usable (albeit still rather slow) punish option. His smash attacks are also more useful, with both forward and up smash dealing more damage and knockback, and his forward smash is now slightly faster. Finally, his grab game has been slightly improved, thanks to his longer-reaching standing and dash grabs, and in spite of their increased startup and ending lag.
King Dedede's special moveset has also received several miscellaneous buffs, giving him options that either he previously lacked or were outclassed. Inhale has a much larger grabbox and has gained the ability to spit out inhaled projectiles with a one-time increase to their damage, effectively giving him a reflector, which helps alleviate his vulnerability to projectile camping. Gordo Throw's hitboxes are larger and more accurate and the move has less ending lag after a Gordo has been thrown. Additionally, Inhale's new ability to suck in projectiles to spit them out combines well with Gordo Throw, giving King Dedede another way to throw or re-launch Gordos at a faster speed, which gives the projectile much more utility. Lastly, Jet Hammer now deals more damage and knockback, has shield breaking potential, and it now has heavy armor before the move comes out that resists up to 14%, exponentially improving the move as a hard punish option.
Aside from direct changes, King Dedede also benefits from a few changes to universal gameplay mechanics. The universal increase to mobility has buffed his abysmal horizontal mobility (although it still remains among the worst across the series), while the reductions to landing lag, the streamlined jumpsquats and the new limitations to air dodge mechanics have increased the effectiveness of his aerial moveset, by giving him additional landing options, and improving both his combo ability (with his neutral aerial, in particular, being a more potent combo starter) and edgeguarding ability.
However, King Dedede is not without a few nerfs. His back aerial, despite having a visually more accurate animation, has smaller hitboxes, slightly decreasing its range. His up aerial, previously notorious for its lackluster KO potential due to its vulnerability to DI and LSI, sends at an even lower angle that makes it worse for KOing. His neutral attack and up tilt also deal less damage. Despite this, and aside from the changes to up aerial, the nerfs are all minor in comparison to his more useful buffs.
Altogether, King Dedede's entire kit has been improved from SSB4, making him function better compared to his previous incarnation, and was initially considered among the best super heavyweights in the game. However, it is important to note several points: King Dedede's playerbase, while having players across all levels of play, remains lackluster at the highest level, despite players such as ZAKI, Atomsk, and Peli achieving solid results in tournament. His vulnerabilities to projectile camping, rushdown, as well as having a lacking disadvantage state from the previous game have remained, which is compounded by most top-tier characters such as Palutena, Pikachu, and Mario. He has also received a few nerfs on game updates to his more useful moves. As such, players have debated on whether King Dedede is as effective as originally imagined, with the current general consensus is that he is a low-mid, low, or even bottom tier character because of his improvements compared to SSB4 haven’t entirely been addressed. In the end, King Dedede's true viability remains questionable.
Throws and other attacks
King Dedede has garnered a mix of buffs and nerfs via game updates, but was slightly buffed. The most notable nerfs were to Gordo Throw, as Gordos have smaller hitboxes and deal less shield damage, removing some shield break set-ups. Additionally, the Gordo-boosted Super Dedede Jump was removed altogether. Moreover, King Dedede's shield pressure was further toned down by removing forward smash's ability to hit grounded characters twice, which removed its ability to instantly break shields. It wasn't until 8.0.0 where King Dedede had some of his kit improved, the first time he got buffs via updates in Smash. Knockback was increased on many of his moves such as up tilt, down tilt, forward aerial, and up aerial. Inhale was also made safer, having reduced startup and a larger grabbox. Both up and down tilt give King Dedede strong, faster KO options that he didn't have before, and Inhale is better at catching approaches and projectiles. While King Dedede retains a lot of his fundamental flaws and hasn't been improved as much compared to other low tier characters, his buffs have given him more consistency despite his initial nerfs.
For a gallery of King Dedede's hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
In competitive play
At the beginning of Ultimate's metagame, many professionals noticed Dedede's improvements from the previous installment, albeit still retaining some of his weaknesses there. This led to most of the community considering him as a low-mid or even low tier character. However, as professionals such as ZAKI and Atomsk began making notable impacts in major tournaments, most players' perception changed, citing his positive qualities such as his great edge trapping with Gordos, resilient endurance, disjointed range, and stronger KO power in comparison to SSB4. This led to Dedede becoming a popular choice among all levels of play in comparison to his release, most notably in local and regional tournaments, with the general perception casting him as an upper mid-tier or even high tier character.
However, updates removing Dedede's shield break combinations as well as shrinking the Gordos' hitboxes hurt Dedede's success: ZAKI's results failed to reach his prior success, Atomsk reduced him to a co-main, Big D rarely uses the character anymore, and Peli went through a short retirement followed by a several months-long character crisis and is currently co-maining the character with Palutena. Because of this, Dedede's representation has significantly dropped, with some players reconsidering him to be strictly a mid-tier character instead of a high tier character or, in some instances, a low tier character. In addition, Dedede's poor disadvantage state, inconsistent KO potential, and laggy frame data have caused him to struggle against most top tier and/or high tier characters, such as Palutena, Mega Man, and Fox. Although King Dedede is seen as a better character than he was in SSB4, his first definitive tier placement in Ultimate remains to be seen.
Any number following the Smasher name indicates placement on the Fall 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from July 13th, 2019 to December 15th, 2019.
Classic Mode: Royal Rumble
King Dedede faces off against characters with royal titles such as kings and princesses.
Role 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 exactly 11 pieces of food for him to appear on the podium.
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
As the main opponent
As a minion
Character Showcase Video