King Dedede (PM): Difference between revisions

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===Attributes===
===Attributes===
*{{buff|King Dedede's hurtboxes are smaller.}}
*{{buff|King Dedede has significantly faster [[air speed]] (0.658 → 0.9), no longer being the slowest, significantly improving his midair approach and recovery combined with Super Dedede Jump's added versatility.}}
*{{buff|King Dedede has significantly faster [[air speed]] (0.658 → 0.9), no longer being the slowest, significantly improving his midair approach and recovery combined with Super Dedede Jump's added versatility.}}
*{{change|King Dedede's [[traction]] is higher (0.0484 → 0.07).}}
*{{nerf|Number of [[midair jump]]s reduced (4 → 3), somewhat worsening his [[recovery]], making it more difficult to land safely, and enforcing more use of Super Dedede Jump.}}
*{{nerf|Number of [[midair jump]]s reduced (4 → 3), somewhat worsening his [[recovery]], making it more difficult to land safely, and enforcing more use of Super Dedede Jump.}}
*{{change|King Dedede [[fall]]s much faster (1.95 → 2.25), however, because the entire roster received increased fall speeds, Dedede falls much slower relative to the rest of the cast than in ''Brawl'', going from the fastest to the 10th fastest fall speed. This nerfs his vertical endurance and his ability to mix-up landings, but makes him less susceptible to combos relative to the cast than in ''Brawl'', and gives him a much better [[SHFFL]].}}
*{{change|King Dedede [[fall]]s much faster (1.95 → 2.25), however, Dedede falls much slower relative to the rest of the cast than in ''Brawl'', going from the fastest to the 10th fastest fall speed. This nerfs his vertical endurance and his ability to mix-up landings, but makes him less susceptible to combos relative to the cast than in ''Brawl'', and gives him a much better [[SHFFL]].}}
*{{change|King Dedede's [[gravity]] is higher (0.0837 → 0.095).}}
*{{buff|[[Spotdodge]] has a longer duration (frames 2-20 → 2-21).}}
*{{nerf|Spotdodge has a new animation where Dedede now moves out of the Z axis as soon as his intangibility has worn off making his spotdodge much easier to punish.}}


===Ground Attacks===
===Ground Attacks===
*{{buff|The first two hits of [[neutral attack]] have decreased start-up (first hit: frame 12 → 9, second hit: frame 11 → 9) with longer duration on the first hit (2 frames → 3), and significantly faster [[interruptibility]] frames on both hits (first hit: IASA 38 → 22, second hit: IASA 50 → 21). The rapid jab also ends significantly faster and each hit of neutral attack connecting better.}}
*{{buff|The first two hits of [[neutral attack]] have decreased start-up (first hit: frame 12 → 9, second hit: frame 11 → 9) with longer duration on the first hit (2 frames → 3), and significantly faster [[interruptibility]] frames on both hits (FAF 38 → 28 (hit 1), 28 → 25 (hit 2)). The first hit now has a hitbox which launches vertically (361° 80°) and the second hit now has consistent knockback (20 (base), 50 (scaling) → 55/0) and its angle has been altered (85° → 90°) making it connect better.}}
*{{nerf|Rapid jab of neutral attack comes out slower (frame 2 7), though this is heavily compensated by the various buffs it received.}}
*{{nerf|Neutral attack's multi hits have smaller hitboxes.}}
*{{change|The second hit of neutral attack has altered knockback (20 base/50 growth → 55/0) and angle (85° → 90°) properties.}}
*{{buff|[[Forward tilt]] deals more damage (6%/4% → 12%/9%), making it much stronger despite it's decreased knockback scaling (80/100 → 70/80). It also deals more [[shield damage]] (0 → 9 (clean), 0 → 6 (late)), and has more reach (4.5u → 5.7u).}}
*{{buff|[[Forward tilt]] deals more damage (6%/4% → 12%/9%), making it much stronger despite it's decreased knockback growth (80/100 → 70/80). It also deals more [[shield damage]] (0 → 9 (clean), 0 → 6 (late)), and has more reach (4.5u → 5.7u).}}
*{{change|Forward tilt now sends opponents at a [[Sakurai angle]] (65° → 361°).}}  
*{{change|Forward tilt now sends opponents at a [[Sakurai angle]] (65° → 361°).}}  
*{{buff|[[Up tilt]] has a longer duration (frame 7-15 → 7-17) and has less ending lag (IASA 40 → 34).}}
*{{buff|[[Up tilt]] has less ending lag (FAF 40 → 34).}}
*{{buff|[[Down tilt]] has slightly less ending lag (IASA 36 → 35).}}
*{{nerf|Up tilt now only grants intangibility to Dedede's head as opposed to his whole body. The universally increased falling speeds combined with the altered knockback formula also hinder its KO potential against most characters.}}
*{{nerf|Down tilt has smaller hitboxes (6u → 4.92u (clean), 4u → 3.279983u (late)).}}
*{{nerf|Down tilt has smaller hitboxes (6u → 4.92u (clean), 4u → 3.279983u (late)) and can no longer [[trip]].}}
*{{buff|[[Dash attack]] has a larger hitbox (5u → 6.9u), and now gives King Dedede [[super armor]] between frames 8-29, significantly improving it's utility.}}
*{{buff|[[Dash attack]] has a larger hitbox (5u → 6.9u), and now gives King Dedede heavy [[armor]] between frames 8-29, significantly improving its utility. It also sends opponents at a different angle (361° → 35°) now being a [[semi-spike]].}}
*{{change|Dash attack sends opponents at a different angle (361° 35°).}}
*{{nerf|Dash attack now has a weaker late hit which deals less damage (16%/14% 10%).}}
*{{buff|[[Forward smash]] has more range, and the tip [[meteor smash]]es characters who are holding onto ledges. The early sourspot also deals more damage (13% → 16%).}}
*{{buff|[[Forward smash]] has more range, and the tip [[meteor smash]]es characters who are holding onto ledges. The early sourspot also deals more damage (13% → 16%) and the late hit deals more damage (5% → 12%) and knockback (100 (base), 30 (scaling) → 40/70). The late hit can also now hit aerial opponents.}}
*{{nerf|Forward smash has a slightly shorter duration (frame 42-54 → 42-50).}}
*{{nerf|Forward smash has a shorter duration (frame 42-54 → 42-50).}}
*{{buff|[[Up smash]] has much more range, less start-up with a longer duration (frame 20-24 → 17-23), much less ending lag (IASA 68 → 54), and both the sweetspot and the sourspot deal much more damage (14%/9% → 20%/17%), making it much stronger despite it's decreased knockback growth (95/96 → 79/80).}}
*{{buff|[[Up smash]] has much more range, less start-up with a longer duration (frame 20-24 → 17-23), much less ending lag (FAF 68 → 54), and both the sweetspot and the sourspot deal much more damage (14%/9% → 20%/17%), making it much stronger despite it's decreased knockback scaling (95/96 → 79/80).}}
*{{buff|The front hit of [[down smash]] deals more damage (15% → 18%), and the move now sends opponents behind Dedede (105°/80°/50° → 130°/125°/120°), allowing him to KO opponents easier despite the front hit having less knockback growth (82 → 79). It also has much less ending lag (IASA 53 → 47).}}
*{{buff|The front hit of [[down smash]] deals more damage (15% → 18%), and the move now consistently sends opponents behind Dedede (105°/80°/50° → 130°/125°/120°), allowing him to KO opponents easier despite the front hit having less knockback scaling (82 → 79). It also has less ending lag (FAF 53 → 47).}}


===Aerial Attacks===
===Aerial Attacks===
*{{nerf|[[Neutral aerial]], [[forward aerial]], and [[back aerial]] have more landing lag (neutral aerial: 15 frames → 22, forward aerial: 30 frames → 32, back aerial: 21 frames → 22), though this is heavily compensated by L-cancelling.}}
*{{nerf|[[Neutral aerial]], [[forward aerial]], and [[back aerial]] have more landing lag (neutral aerial: 15 frames → 22, forward aerial: 30 frames → 32, back aerial: 21 frames → 22), though this is heavily compensated by [[L-cancelling]].}}
*{{buff|[[Up aerial]] and [[down aerial]] have less landing lag (up aerial: 22 frames → 20, down aerial: 30 frames → 20).}}
*{{buff|[[Up aerial]] and [[down aerial]] have less landing lag (up aerial: 22 frames → 20, down aerial: 30 frames → 20).}}
*{{nerf|Neutral aerial and forward aerial no longer [[auto-cancel]] from a [[short hop]].}}
*{{nerf|Neutral aerial and forward aerial no longer [[auto-cancel]] in a [[short hop]] due to Dedede's higher gravity/falling speed as well as the latter auto-canceling later (frame 35 → 41).}}
*{{buff|King Dedede's increased air speed and the more edgeguarding-friendly physics also makes forward aerial and back aerial much more effective at [[wall of pain]] combos.}}  
*{{buff|King Dedede's increased air speed and the changes to hitstun/falling speeds/air-dodging also makes forward aerial and back aerial much more effective at [[wall of pain]] combos.}}  
*{{buff|Neutral aerial has less ending lag (IASA 40 → 38).}}
*{{buff|Neutral aerial has less ending lag (FAF 40 → 38).}}
*{{change|Neutral aerial sends opponents at a different angle (60° (clean)/80° (late) → 75°).}}
*{{buff|Neutral aerial sends opponents at a different angle (60° (clean)/80° (late) → 75°). When combined with the changes to the game's mechanics, this significantly improves its combo potential.}}
*{{buff|Forward aerial has less start-up with a longer duration (frame 16-18 → frame 13-18) longer range, and more knockback growth (90 → 100).}}
*{{buff|Forward aerial has less start-up with a longer duration (frames 16-18 → 13-18) longer range, and higher knockback scaling (90 → 100).}}
*{{nerf|Forward aerial has slightly increased ending lag (IASA 37 → 40).}}
*{{nerf|Forward aerial has slightly increased ending lag (FAF 37 → 40).}}
*{{nerf|Back aerial has less range (8.5u → 5.534983u).}}
*{{nerf|Back aerial has less range (8.5u → 5.534983u (clean), 7u → 4.92 (late)). The late hit also has a shorter duration (frames 9-25 → 9-21) now matching its animation and the move can no longer cause tripping. Lastly, Dedede can no longer perform two back aerials in a short hop due to his lower short hop.}}
*{{buff|Up aerial is now a single hit, which gives it increased [[juggling]] potential for combos and KOing from the more combo-friendly physics despite it technically dealing less knockback (50 base/130 growth → 40/30 base/85 growth).}}
*{{buff|Up aerial is now a single hit, which gives it increased reliability and [[juggling]] potential.}}
*{{nerf|Up aerial deals less damage (19% → 12%/9%) and has a slightly shorter duration (frame 10-25 → 10-24).}}
*{{nerf|Up aerial deals less damage (2% (hits 1-7) 19% (hit 8) → 12% (clean)/9% (late)) with its knockback compensated (50 (base), 130 (scaling) → (4/30)/85) and has a slightly shorter duration (frame 10-25 → 10-24).}}
*{{buff|Each hit of down aerial lasts one frame longer (frame 9, 12, 15, 18, 21, 24, 27: 18 frames total → frame 9-10, 12-13, 15-16, 18-19, 21-22, 24-25, 27-28: 19 frames total). Down aerial also has less ending lag (IASA 48 → 38) and can now auto-cancel from a short hop.}}
*{{buff|Each hit of down aerial lasts one frame longer (frame 9, 12, 15, 18, 21, 24, 27: 18 frames total → frame 9-10, 12-13, 15-16, 18-19, 21-22, 24-25, 27-28: 19 frames total). Down aerial also has less ending lag (FAF 48 → 38) and auto-cancels earlier (frame 44 → 34) now doing so in a short hop.}}
*{{nerf|The final hit of down aerial deals less damage (5% → 3%), resulting in the move dealing 2% less damage if all hits connect (17% → 15%).}}
*{{nerf|The final hit of down aerial deals less damage (5% → 3%) and knockback (50 (base), 140 (scaling) → 70/105), resulting in the move dealing 2% less damage if all hits connect (17% → 15%) and hindering its KO potential.}}
*{{change|Down aerial SFX changed to match up aerial SFX.}}
*{{change|Down aerial SFX changed to match up aerial SFX.}}


===Grabs and Throws===
===Grabs and Throws===
*{{buff|[[Forward throw]] deals more damage (12% → 14%) and more knockback (70 base/80 growth → 80/75).}}
*{{buff|Dash grab has more range.}}
*{{buff|[[Back throw]] has drastically more knockback growth (65 → 94), and sends opponents at a much more horizontal angle (60° → 45°), making it among the strongest throws in the game.}}
*{{nerf|Standing (frame 6 → 7) and pivot grab (frame 7 → 9) have more startup lag. Standing grab also has more ending lag (FAF 30 → 31) and pivot grab has less range.}}
*{{nerf|Back throw deals slightly less damage (16% → 15%).}}
*{{buff|[[Forward throw]] deals more damage (12% → 14%) and more knockback (70 (base). 80 (scaling) → 80/75).}}
*{{buff|[[Up throw]] has less base knockback (70 → 60), and less ending lag, combined with the more combo-friendly physics, this makes up throw a significantly better option to follow-up into moves, and can even be used to [[chaingrab]] fast-fallers.}}
*{{buff|[[Back throw]] has much higher knockback scaling (65 → 94), and sends opponents at a much more horizontal angle (60° → 45°), making it among the strongest throws in the game.}}
*{{nerf|[[Down throw]] sends opponents at a more downward angle towards the floor (20° → 32°), removing his ability to [[chain throw]] with it, making it act like how it does on lightweight characters in ''Brawl''.}}
*{{nerf|Back throw deals slightly less damage (10% → 9% (throw), 16% → 15% (total)).}}
*{{buff|[[Up throw]] has less base knockback (70 → 60). When combined with the changes to the game's mechanics, this makes up throw a significantly better option to follow-up into moves, and can even be used to [[chaingrab]] fast-fallers.}}
*{{buff|Down throw has less ending lag (FAF 42 → 36).}}
*{{nerf|[[Down throw]] sends opponents at a higher angle (20° → 32°) and has altered knockback (0 (base), 80 (set), 100 (scaling) → 50/80/40) now putting every character into [[tumble]]. This removes Dedede's ability to chaingrab with it, making it act like how it does on lightweight characters in ''Brawl''. As a result, it is a significantly inferior throw by comparison; no longer nullifying certain characters.}}


===Special Moves===
===Special Moves===
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*{{buff|[[Super Dedede Jump]] now has a hitbox during the rising portion, and canceling the move completely negates Dedede's momentum, giving the move more versatility for recovering and leaving him less vulnerable against [[edge-guard]]ers.}}
*{{buff|[[Super Dedede Jump]] now has a hitbox during the rising portion, and canceling the move completely negates Dedede's momentum, giving the move more versatility for recovering and leaving him less vulnerable against [[edge-guard]]ers.}}
*{{nerf|Super Dedede Jump no longer has [[super armor]], only having medium armor throughout the rising portion.}}
*{{nerf|Super Dedede Jump no longer has [[super armor]], only having medium armor throughout the rising portion.}}
*{{buff|[[Jet Hammer]] applies a momentum boost on swinging based on the level of charge. King Dedede also gains light armor while charging, and the move has drastically less start-up (frame 29 → 9) and ending lag (IASA 77 → 57) when uncharged, as well as dealing more knockback on all stages of charge (uncharged: 20 base/100 growth → 40/80, fully charged: 30 base/80 growth → 40/75). Aerial Jet Hammer also deals more damage (uncharged: 10% → 11%, fully charged: 28%/16% → 30%).}}
*{{buff|[[Jet Hammer]] applies a momentum boost on swinging based on the level of charge. King Dedede also gains light armor while charging, and the move has drastically less start-up (frame 29 → 9) and ending lag (FAF 77 → 57) when uncharged. It also now semi-spikes (361° → 35°) which along with its altered (albeit overall decreased) knockback (uncharged: 20 (base), 100 (scaling) → 40/80, fully charged: 30/80 → 40/75) improves its edgeguarding potential. Aerial Jet Hammer also deals more damage (uncharged: 10% → 11%, fully charged: 28%/16% → 30%) and fully charged Jet Hammer now deals consistent damage (30%/20% → 30%) and it has a new (albeit extremely weak) late hit signinificantly lengthening its duration (frames 9-11 → 9-33).}}


==Revisions==
==Revisions==
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