Editing Super Dedede Jump

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King Dedede jumps extremely high, then crashes down, dealing damage during the descent and when landing on the ground. The jump can be angled by pressing left or right while Dedede is turning to face the screen before he actually jumps, but once in the air, pressing left or right only changes the direction Dedede faces when he lands. When King Dedede lands, there is a strong landing hitbox that can launch opponents up. Two {{iw|wikirby|Recoil Star}}s are produced around King Dedede when he lands, making nearby opponents flinch. These stars are projectiles and can be countered, reflected, and absorbed. It is an unusually decent recovery option for a character of his weight class.
King Dedede jumps extremely high, then crashes down, dealing damage during the descent and when landing on the ground. The jump can be angled by pressing left or right while Dedede is turning to face the screen before he actually jumps, but once in the air, pressing left or right only changes the direction Dedede faces when he lands. When King Dedede lands, there is a strong landing hitbox that can launch opponents up. Two {{iw|wikirby|Recoil Star}}s are produced around King Dedede when he lands, making nearby opponents flinch. These stars are projectiles and can be countered, reflected, and absorbed. It is an unusually decent recovery option for a character of his weight class.


Super Dedede Jump, while limited in movement, is very well-protected. During the first half of this attack (when he jumps into the air), King Dedede has [[super armor]] from frames 26-45, causing long attacks such as [[Smart Bomb]] to freeze King Dedede if he is hit during his armored frames. However, the jump at this stage deals no damage. In ''Smash 4'', the ascent's armor was nerfed (26-32 with additional body intangibility on frames 22-25), but more was added to the descent (73-80). His feet also become intangible from frame 73 until landing. In ''Ultimate'', further protection was added, with the ascent having [[invincibility]] from frames 18-24 with armor active 22-34, then the descent gets armor from 69-76 with foot intangibility from frame 69 onwards.  
Super Dedede Jump, while limited in movement, is very well-protected. During the first half of this attack (when he jumps into the air), King Dedede has [[super armor]] from frames 26-45, causing long attacks such as [[Smart Bomb]] to freeze King Dedede if he is hit during his armored frames. However, the jump at this stage deals no damage. In ''Smash 4'', the ascent's armor was nerfed (26-32 with additional body intangibility on frames 22-25), but more was added to the descent (73-80). The feet also become intangible from frame 73 until landing. In ''Ultimate'', further protection was added, with the ascent having [[invincibility]] from frames 18-24 with armor active 22-34, then the descent gets armor from 69-76 with foot intangibility from frame 69 onwards.  


If Dedede hits an opponent as he's falling, it becomes a powerful [[meteor smash]]. If this move meteors an opponent onto the ground, and then Dedede lands on top of them, it has vertical knockback instead of the normal 45-degree angle. In ''Smash 4'', Super Dedede Jump gained the ability to bury grounded opponents when landing on top of them, which can be used as a niche method to set up [[KO]]s. A common method of doing this is by burying an opponent near the ledge, and then cancelling the jump to grab the ledge, giving just about enough time for a move such as a [[down smash]] due to the strength of the bury. However, it still takes an enormous amount of time. It's also possible to use Super Dedede Jump as an edgeguarding move due to the strong meteor effect, but doing this is usually too risky to be used consistently.
If Dedede hits an opponent as he's falling, it becomes a powerful [[meteor smash]]. If this move meteors an opponent onto the ground, and then Dedede lands on top of them, it has vertical knockback instead of the normal 45-degree angle. In ''Smash 4'', Super Dedede Jump gained the ability to bury grounded opponents when landing on top of them, which can be used as a niche method to set up [[KO]]s. A common method of doing this is by burying an opponent near the ledge, and then cancelling the jump to grab the ledge, giving just about enough time for a move such as a [[down smash]] due to the strength of the bury. However, it still takes an enormous amount of time. It's also possible to use Super Dedede Jump as an edgeguarding move due to the strong meteor effect, but doing this is usually too risky to be used consistently.

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