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King Dedede (PM)

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Revision as of 11:43, August 17, 2015 by 45.37.25.25 (talk) (There are missing facts and confusing logic on this page. I'll detail it on the talk page.)
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King Dedede
in Project M
Taken from Smash Bros Dojo!!.
KirbySymbol.svg
Universe Kirby
Base game appearance Brawl
Moveset inspiration King Dedede (SSBB)
Alternate costume Shogun Dedede
KingDededeHeadSSBB.png
Dedede's Samurai Costume in Project M 3.5

King Dedede (known as simply Dedede in-game) is a playable character in the Brawl mod Project M. He has received speed and combo buffs though suffering from a removal of his chain-grabbing abilities.

Attributes

Changes from Brawl to PM

King Dedede gained both buffs and nerfs from Brawl to PM. The buffs made him better offensively, but worse defensively, almost turning him into a glass cannon, and most agree he is a slightly worse character overall.

Attributes

  • Buff Better air speed (no longer being the slowest), improving recovery and midair approach.
  • Nerf Has three midair jumps rather than four, worsening his recovery, making it more difficult to land safely, and enforcing more use of Super Dedede Jump.
  • Nerf King Dedede's falling speed is much slower relative to the rest of the cast, now falling much slower than the space animals and falling slower than some other characters. This significantly nerfs his vertical endurance, and nerfed his ability to mix-up landings.
  • Buff Combined with his faster air speed and Super Dedede Jump's added versatility, his slower falling speed makes his recovery better overall.
  • Nerf With his nerfed vertical endurance, nerfed recovery that is somewhat easily edge-guarded, and being slightly more vulnerable to combos and chain throws relative to the cast (since his gravity is no longer much slower than his falling speed), his overall survivability is much worse.

Ground Attacks

  • Buff Neutral attack combo now links properly, with the infinite hitting significantly faster.
  • Buff Forward tilt is significantly stronger, dealing twice the amount of damage than before.
  • Buff Forward smash has more range, and the tip meteor smashes characters who are holding onto ledges.
  • Buff Up smash deals much more damage and knockback as well as having more range.
  • Buff Down smash now sends opponents behind himself, allowing him to KO opponents easier and can follow-up better.
  • Buff Dash attack is a slightly stronger KO move, and now gives King Dedede super armor during the attack portion.
  • Nerf Down tilt has less KO potential.
  • Nerf Forward smash has slightly slower startup and lower KO ability.

Aerial Attacks

  • Buff Forward aerial has longer range and does more knockback.
  • Buff Up aerial is now a single hit, which deals less damage but has increased juggling potential for combos.
  • Buff Down aerial has less hitlag making it hit faster.
  • Nerf Back aerial has less KO potential.
  • Nerf Down aerial damage decreased.

Grabs and Throws

  • Buff Forward throw has greater KO ability and does more damage.
  • Buff Back throw has stronger KO ability.
  • Nerf Back throw does slightly less damage.
  • Nerf Down throw sends opponents at a more downward angle towards the floor, removing chain throws, making it act like how it does on lightweight characters in Brawl. However, it does not give a sufficient setup for tech chases to make up for the loss of the chain throw.

Special Moves

  • Buff Waddle Dees can be thrown in 3 different angles with different strengths, and can now perform the "Waddle Dash" thanks to some of Project M's mechanics. By repeatedly throwing and picking up a Waddle Dee or Waddle Doo, Dedede can move quickly around the stage. It can be used both as a recovery and approaching technique and significantly improves his mobility.
  • 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-guarders.
  • 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 hammer comes out slightly more quickly, as well as having its KO potential increased slightly.
  • Nerf Super Dedede Jump no longer has super armor, only having medium armor throughout the rising portion.
  • Nerf Gordos deal slightly less damage.

Revisions

v2.1

  • Buff Dedede can grab the edge towards the end of his Up-B cancel flip.
  • Change Dedede's spotdodge animation was smoothed out.

v2.5b

  • Buff Dedede's Dash Attack hitboxes adjusted for better coverage.
  • Buff Dedede's Up-Tilt belly hitboxes adjusted for better coverage.
  • Buff Dedede's Forward-Smash has an added large ground bounce hitbox that only affects grounded opponents and is non-clankable.
  • Buff Dedede's Neutral-Air weak hitbox match the size of the strong hitboxes for better coverage.
  • Buff Dedede's Neutral-Air IASA fixed to occur slightly before the animation ends.
  • Buff Dedede's Forward-Air IASA fixed to occur slightly before the animation ends.
  • Buff Dedede's Side-B can toss waddles at more noticeable angles.
  • Buff Dedede's Side-B default throw speed decreased, and strong throw speed increased.
  • Buff Dedede's Up-B hitboxes adjusted for better coverage.
  • Buff Dedede's Up-B damage across all of its hitboxes increased significantly, and shield damage on landing hit greatly increased.
  • Buff Dedede's Up-B landing stars have more base knockback.
  • Buff Dedede's Down-B self-damage cap is 100% (down from 150%).

v2.6b

  • Buff Dash Attack has medium armor which lasts through the strong hit.
  • Buff Up-Tilt's endlag is slightly faster.
  • Buff Down-Aerial has smaller gaps between each hit.
  • Buff Forward-Throw's damage has been increased slightly, knockback decreased slightly to compensate.
  • Buff Down-Throw can be interrupted earlier.
  • Buff Neutral-B has more mobility in the air than previously.
  • Buff Up-B has a hitbox at the beginning of Dedede's ascent.
  • Buff Up-B has medium armor during the same timeframe as the hitbox.
  • Nerf Turn-Grab range reduced slightly, and has a bit more startup to match other Turn Grabs.
  • Change Neutral-Aerial's 1st hit angle is slightly higher.

v3.0

  • Buff Forward-Smash’s meteor hitbox now only hits grounded targets (Aerial-only Spike hitbox on hammer head now has proper priority).
  • Nerf Aerial Up-B no longer has medium armor. Grounded Up-B medium armor starts and ends much sooner.
  • Change Forward-Air’s hitboxes were cleaned up and polished to match the animation better.

v3.5

  • Buff Stars produced when landing after Super Dedede Jump are slightly bigger.
  • Buff Wavedashing ability significantly improved.
  • Nerf Super Dedede Jump now depletes all jumps.
  • Change Dash attack now has a flash overlay to denote knockback armor and screen shakes on faceplant.
  • Change Super Dedede Jump now has a flash overlay at startup to denote knockback armor.
  • Change Fixed the vertical positioning when charging Jet Hammer on the ground.
  • Change Adjusted ledge jump animations to prevent warping.

Moveset

Up to date as of version 3.5.

Name Damage Description
Neutral attack 6% (hit 1), 5% (hit 2), 2% (hit 3 loop) Hits his opponent with two quick swipes of his hammer, then sticks it out in front of him and spins it.
Forward tilt 12% (clean), 9% (late) Extends his hammer forward and spins it quickly.
Up tilt 12% Sets his hammer down and quickly jumps upwards while headbutting.
Down tilt 10% (clean), 6% (late) Does a sweeping kick low to the ground.
Dash attack 16%/14% (clean body/head), 10% (late) Trips and falls over forwards.
Forward smash 16% (early), 24% (clean), 12% (late), 5% (shockwave) Raises his hammer over his head and swings it in front of him. If the hammer comes into contact with a ledge that a character is grabbing, that character will be meteor smashed.
Up smash 22% (hammer), 17% (body) Pulls his hammer back then swings it vertically over his head.
Down smash 18% (front), 15% (back) Swings his hammer near the ground on both sides of him.
Neutral aerial 12% (clean), 7% (late) Extends his arms and legs and attacks with his stomach. His limbs produce a second, weaker hitbox soon after.
Forward aerial 15% Pulls his hammer back slightly then swings it in front of him upwards.
Back aerial 13% (clean), 9% (late) Extends a foot backward. Is a sex kick.
Up aerial 12% (clean), 9% (late) Spins his hammer above his head.
Down aerial 2% (hits 1-6), 3% (hit 7), (15% total) Extends his hammer below him and spins it.
Grab Grabs the opponent.
Pummel 3% Lays his hammer down and headbutts the opponent.
Forward throw 6% (hit), 8% (throw) (14% total) Hits the opponent with his hammer.
Back throw 6% (hit), 9% (throw) (15% total) Pushes the opponent behind him, then hits them with his hammer.
Up throw 4% (hit), 5% (throw) (9% total) Thrusts both his hands upwards, hitting the opponent.
Down throw 4% (hit), 4% (throw) (8% total) Slams the opponent into the ground and sits on them.
Floor attack (front) 6%
Floor attack (back) 6%
Floor attack (trip) 5%
Edge attack (fast) 8% (foot), 6% (body) Pulls himself up slightly, then heaves himself onto the stage while kicking in front of him.
Edge attack (slow) 10% Pulls himself slowly onto the stage, then quickly swings his hammer over his head in front of him.
Neutral special Inhale 5% (release), 10% (spit), 9-18% (star) Inhales the opponent, and does damage upon spitting them out. Does collateral damage to anybody hit by the character being spit out, depending on that character's weight.
Side special Waddle Dee Toss 5% (Waddle Dee), 7% (Waddle Doo), 22% (Gordo) Pulls one of his minions out of his sleeve and throws them forward. Unlike in Brawl, the minion can be thrown in three different trajectories, much like Snake's hand grenades.
Up special Super Dedede Jump 6% (jump), 15% (fall), 16%/20% (landing/body), 5% (stars) Jumps extremely high and comes crashing down. Unlike Brawl, if the move is cancelled and he falls to the ground, he will get up instantly instead of fumbling around, making it safer to cancel the move.
Down special Jet Hammer 11% (uncharged), 30%/7% (fully charged/late) Raises his hammer above his head, and it opens up to create a jet of white flame. The longer the move is held, the more damage, knockback, and directional boost to Dedede occurs. However, Dedede starts taking damage if the move is held past maximum charge.
Final Smash Waddle Dee Army 2% (Waddle Dee), 8% (Waddle Doo), 15% (Gordo) Whistles, and then dances for ten seconds while Waddle Dees, Waddle Doos, and Gordos move about the stage. During these ten seconds, he is invincible.

In competitive play

Notable players

Alternate costumes

Dedede's alternate costumes remain unchanged from Brawl. He obtained a costume based on his appearance in the Samurai Kirby minigame.

King Dedede's alternate costumes in PM
KingDededeHeadSSBB.png KingDededeHeadPinkSSBB.png KingDededeHeadGreenSSBB.png KingDededeHeadPurpleSSBB.png KingDededeHeadBlueSSBB.png KingDededeHeadBrownSSBB.png
KingDededeHeadSamuraiPM.png KingDededeHeadSamuraiGreenPM.png KingDededeHeadSamuraiBluePM.png

External links