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King Dedede (SSBB)/Down tilt: Difference between revisions

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(added some minor info, that'll be it for now.)
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{{ArticleIcons|ssbb=y}}
{{ArticleIcons|ssbb=y}}
 
[[File:KingDededeDTiltSSBB.gif|thumb|400px|Hitbox visualization showing King Dedede's down tilt.]]
==Overview==
==Overview==
{{Competitive expertise}}
{{SSBB|King Dedede}} puts out his foot to act as a poke. [[Down tilt]] is one of King Dedede's fastest moves and has a 40% [[trip]] chance, applicable from around 0-18%. Its long lasting hitbox, excellent range for its appearance, and acceptable endlag makes this a somewhat reliable way to get a {{mvsub|King Dedede|SSBB|grab}} to start a [[chain grab]]. After a trip, it's also valid to go for {{mvsub|King Dedede|SSBB|dash attack}} if the opponent [[roll]]s out. It also has surprisingly high [[KO]] potential, doing so at around 135% at the ledge, which can be easily facilitated through {{mvsub|King Dedede|SSBB|down throw}}.  
{{SSBB|King Dedede}} puts out his foot to act as a poke. [[Down tilt]] is one of King Dedede's fastest moves and has a 40% [[trip]] chance, applicable from around 0-18%. Its long lasting hitbox, excellent range for its appearance, and acceptable endlag makes this a somewhat reliable way to get a {{mvsub|King Dedede|SSBB|grab}} to start a [[chain grab]]. After a trip, it's also valid to go for {{mvsub|King Dedede|SSBB|dash attack}} if the opponent [[roll]]s out. It also has surprisingly high [[KO]] potential, doing so at around 135% at the ledge, which can be easily facilitated through {{mvsub|King Dedede|SSBB|down throw}}.  



Latest revision as of 23:09, May 21, 2024

Hitbox visualization showing King Dedede's down tilt.

Overview[edit]

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King Dedede puts out his foot to act as a poke. Down tilt is one of King Dedede's fastest moves and has a 40% trip chance, applicable from around 0-18%. Its long lasting hitbox, excellent range for its appearance, and acceptable endlag makes this a somewhat reliable way to get a grab to start a chain grab. After a trip, it's also valid to go for dash attack if the opponent rolls out. It also has surprisingly high KO potential, doing so at around 135% at the ledge, which can be easily facilitated through down throw.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Clean hit
0 0 10% 0 Sakurai angle 20 100 0 6.0 12 0.0 0.0 4.0 1.0x 1.0x 40% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Foot).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
1 0 10% 0 Sakurai angle 20 100 0 6.0 12 0.0 0.0 0.0 1.0x 1.0x 40% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Foot).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
2 0 10% 0 Sakurai angle 20 100 0 6.0 12 0.0 0.0 -6.0 1.0x 1.0x 40% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Foot).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
Late hit
0 0 6% 0 Sakurai angle 10 100 0 4.0 12 0.0 0.0 2.0 1.0x 1.0x 40% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Foot).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
1 0 6% 0 Sakurai angle 10 100 0 4.0 12 0.0 0.0 -2.0 1.0x 1.0x 40% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Foot).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
2 0 6% 0 Sakurai angle 10 100 0 4.0 12 0.0 0.0 -8.0 1.0x 1.0x 40% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Foot).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png

Timing[edit]

Clean hit 6-9
Late hit 10-17
Interruptible 36
Animation length 51
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).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(Interruptible).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(Interruptible).png
Interruptible