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King Dedede (SSBU)/Neutral special

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King Dedede's neutral special, Inhale, when it starts.
King Dedede's neutral special, Inhale.

Overview[edit]

Update History[edit]

Super Smash Bros. Ultimate 2.0.0

  • Bug fix Fixed King Dedede's knockback facial expression after Inhaling an opponent holding an explosive item.

Super Smash Bros. Ultimate 3.0.0

  • Bug fix Fixed reflected Charge Shot from Samus that would launch the other way using Inhale.
  • Bug fix Opponents now properly gain intangibility when caught by Inhale; previously opponents would become stuck in hitstun during Inhale.

Super Smash Bros. Ultimate 3.1.0

  • Bug fix Scenarios where the opponent would not escape from Inhale after King Dedede gets hitstunned at a specific frame has been fixed.

Super Smash Bros. Ultimate 4.0.0

  • Bug fix Fixed an issue where Inhaling certain projectile would become stuck at the center of the stage.

Super Smash Bros. Ultimate 8.0.0

  • Buff The move has less startup (frame 17 → 14).
  • Buff The grounded version's grabboxes are larger (Z offset: 4u → 4u—7u (initial), 5u—9u → 5u—12u (vacuum), greatly improving its range.

Windboxes and grabs[edit]

Inhale[edit]

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Windboxes
1 0 3 0.0% 0 AngleIcon170.png Forward 0 100 30 HitboxTableIcon(False).png 6.0 top 0.0 9.0 16.0 0.0× 0.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Normal).png TypeIcon(Typeless).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S None SpecialsIndirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(True).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 3 0.0% 0 AngleIcon170.png Forward 0 100 10 HitboxTableIcon(False).png 7.0 top 0.0 6.0 to 12.0 23.0 0.0× 0.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Normal).png TypeIcon(Typeless).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S None SpecialsIndirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(True).png HitboxTableIcon(False).png HitboxTableIcon(False).png
3 0 3 0.0% 0 AngleIcon0.png Forward 0 0 0 HitboxTableIcon(False).png 9.0 top 0.0 8.5 10.0 to 21.0 0.0× 0.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Normal).png TypeIcon(Typeless).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S None SpecialsIndirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(True).png HitboxTableIcon(False).png HitboxTableIcon(False).png
ID Radius Bone Offset G A
Start
0 9.0 top 0.0 9.0 4.0 to 7.0 HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png
Loop
0 5.0 top 0.0 9.0 5.0 to 12.0 HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png

Spit[edit]

Kind ID Damage Angle Angle type BK KS FKV Effect Type Sound
Throw 0 12.0% Sakurai angle Forward 0 0 0 0.0× EffectIcon(Normal).png TypeIcon(Throwing).png S None

Star[edit]

The star's damage depends on the spat out character, correlating loosely to their weight. If a projectile is spat out, it is instead equal to 1.5× of its damage.

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Star
0 0 0 0.0% 0 AngleIcon70.png Standard 77 78 0 HitboxTableIcon(False).png 2.0 rot 0.0 0.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Typeless).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsIndirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Characters Weight range Star damage
JigglypuffHeadSSBU.pngPichuHeadSSBU.png 62 - 68 10%
BayonettaHeadSSBU.pngFoxHeadSSBU.pngKirbyHeadSSBU.pngMetaKnightHeadSSBU.pngMewtwoHeadSSBU.pngMrGame&WatchHeadSSBU.pngOlimarHeadSSBU.pngPikachuHeadSSBU.pngSephiroth's stock icon.SquirtleHeadSSBU.pngZeroSuitSamusHeadSSBU.png 75 - 81 12%
DuckHuntHeadSSBU.pngFalcoHeadSSBU.pngLittleMacHeadSSBU.pngRosalinaHeadSSBU.pngSonicHeadSSBU.pngSoraHeadSSBU.pngZeldaHeadSSBU.png 82 - 87 13%
DaisyHeadSSBU.pngDiddyKongHeadSSBU.pngGreninjaHeadSSBU.pngIceClimbersHeadSSBU.pngInklingHeadSSBU.pngIsabelleHeadSSBU.pngJokerHeadSSBU.pngLucarioHeadSSBU.pngLucasHeadSSBU.pngLucinaHeadSSBU.pngMarthHeadSSBU.pngMiiBrawlerHeadSSBU.pngMythraHeadSSBU.pngNessHeadSSBU.pngPalutenaHeadSSBU.pngPeachHeadSSBU.pngSteve's stock icon.ToonLinkHeadSSBU.pngVillagerHeadSSBU.pngWolfHeadSSBU.pngYoungLinkHeadSSBU.png 88 - 94 14%
BylethHeadSSBU.pngChromHeadSSBU.pngCloudHeadSSBU.pngCorrinHeadSSBU.pngDarkPitHeadSSBU.pngDrMarioHeadSSBU.pngIvysaurHeadSSBU.pngLuigiHeadSSBU.pngMarioHeadSSBU.pngMiiSwordfighterHeadSSBU.pngPac-ManHeadSSBU.pngPitHeadSSBU.pngPyraHeadSSBU.pngRobinHeadSSBU.pngRoyHeadSSBU.pngShulkHeadSSBU.pngWiiFitTrainerHeadSSBU.png 95 - 100 15%
Banjo&KazooieHeadSSBU.pngCaptainFalconHeadSSBU.pngHeroHeadSSBU.pngIkeHeadSSBU.pngKenHeadSSBU.pngLinkHeadSSBU.pngMegaManHeadSSBU.pngMiiGunnerHeadSSBU.pngMinMinHeadSSBU.pngRichterHeadSSBU.pngRidleyHeadSSBU.pngROBHeadSSBU.pngRyuHeadSSBU.pngSimonHeadSSBU.pngSnakeHeadSSBU.pngWarioHeadSSBU.pngYoshiHeadSSBU.png 101 - 107 16%
BowserJrHeadSSBU.pngDarkSamusHeadSSBU.pngKazuyaHeadSSBU.pngPiranhaPlantHeadSSBU.pngSamusHeadSSBU.pngTerryHeadSSBU.png 108 - 113 17%
CharizardHeadSSBU.pngGanondorfHeadSSBU.pngIncineroarHeadSSBU.png 116 - 118 18%
DonkeyKongHeadSSBU.pngKingDededeHeadSSBU.pngKingKRoolHeadSSBU.png 127 - 133 20%
BowserHeadSSBU.png 135 21%

Timing[edit]

Grab startup 14-16
Grab loop + windboxes 17-
Interruptible (from release) 20
Animation length (from release) 34
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Grab).png FrameIcon(Grab).png Icon for grab frames just before a loop point. Icon for grab frames just after a loop point. FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png Icon for grab frames just before a loop point. FrameIcon(LagLoopE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(BlankLoopS).png Icon for non-damaging hitbox frames just after a loop point. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames just before a loop point. FrameIcon(BlankLoopE).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(BlankLoopS).pngFrameIcon(BlankLoopE).png
Loop point
Icon for non-damaging hitbox frames in frame strips.
Flinchless hitbox
FrameIcon(Grab).png
Grab
FrameIcon(Interruptible).png
Interruptible