Super Smash Bros. Brawl

King Dedede (SSBB)/Neutral attack/Hit 2: Difference between revisions

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{{ArticleIcons|ssbb=y}}
{{ArticleIcons|ssbb=y}}
 
[[File:KingDededeJab2SSBB.gif|thumb|400px|Hitbox visualization showing King Dedede's second jab.]]
==Overview==
==Overview==
The second hit of {{SSBB|King Dedede}}'s neutral attack is mostly held back by the first hit's startup, making it effectively frame 30. The first hit does not lead into the second hit at all, allowing players to shield the second hit if they get hit by the first hit. However, on hit, it's is rather decent with its knockback increasing a fair amount as the opponent's percent increases. It can lead into a {{mvsub|King Dedede|SSBB|grab}} or {{mvsub|King Dedede|SSBB|down tilt}} at higher percents. It's not too bad on [[shield]] either, being -15 on shield.  
The second hit of {{SSBB|King Dedede}}'s neutral attack is mostly held back by the first hit's startup, making it effectively frame 30. The first hit does not lead into the second hit at all, allowing players to shield the second hit if they get hit by the first hit. However, on hit, it's is rather decent with its knockback increasing a fair amount as the opponent's percent increases. It can lead into a {{mvsub|King Dedede|SSBB|grab}} or {{mvsub|King Dedede|SSBB|down tilt}} at higher percents. It's not too bad on [[shield]] either, being -15 on shield.  

Latest revision as of 23:07, May 21, 2024

Hitbox visualization showing King Dedede's second jab.

Overview[edit]

The second hit of King Dedede's neutral attack is mostly held back by the first hit's startup, making it effectively frame 30. The first hit does not lead into the second hit at all, allowing players to shield the second hit if they get hit by the first hit. However, on hit, it's is rather decent with its knockback increasing a fair amount as the opponent's percent increases. It can lead into a grab or down tilt at higher percents. It's not too bad on shield either, being -15 on shield.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 5% 0 AngleIcon85.png 20 50 0 6.0 56 0.0 0.0 0.0 1.0x 1.0x 20% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hammer (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Thwomp SpecialsDirect.png
1 0 5% 0 AngleIcon85.png 20 50 0 3.5 56 -6.0 0.0 0.0 1.0x 1.0x 20% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hammer (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Thwomp SpecialsDirect.png
2 0 5% 0 AngleIcon85.png 20 50 0 3.5 56 -12.0 0.0 0.0 1.0x 1.0x 20% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hammer (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Thwomp SpecialsDirect.png

Timing[edit]

Hitboxes 11-12
Earliest continuable 26
Interruptible 28
Animation length 30
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(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(LagContinuableS).png FrameIcon(LagContinuableE).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(BlankContinuableS).pngFrameIcon(BlankContinuableE).png
Earliest continuable point
Interruptibility
Interruptible