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

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Forward tilt is a reliable followup to {{mvsub|King Dedede|SSBB|down throw}}, catching opponents that [[tech]] in place with the hilt if they're sent into [[tumble]] by it and can't be [[chain grab]]bed. Because of the [[hitstun]] inflicted, this can allow for a regrab. It's also a good followup off of the [[King Dedede (SSBB)/Neutral attack/Hit 2|second hit of neutral attack]] at around 50%, sometimes being considered better than the rapid jab.  
Forward tilt is a reliable followup to {{mvsub|King Dedede|SSBB|down throw}}, catching opponents that [[tech]] in place with the hilt if they're sent into [[tumble]] by it and can't be [[chain grab]]bed. Because of the [[hitstun]] inflicted, this can allow for a regrab. It's also a good followup off of the [[King Dedede (SSBB)/Neutral attack/Hit 2|second hit of neutral attack]] at around 50%, sometimes being considered better than the rapid jab.  


However, because the multihits are inconsistent, forward tilt often fails to deal much damage. This fails to hinder the move outside of damage though, as the knockback from even the multihits is enough for the move to serve its purpose. It's also got very mediocre [[KO]] potential, making it strictly a [[spacing]] tool for the [[neutral game]].  
However, forward tilt is very weak, only dealing 6% at most along with having very low knockback. This strictly makes forward tilt a [[spacing]] tool for the [[neutral game]] as the reward for landing it is far too low.


==Hitboxes==
==Hitboxes==

Latest revision as of 15:17, June 21, 2021

Overview[edit]

King Dedede twirls his hammer. Forward tilt is a staple in King Dedede's ground game, having gigantic range to make up for its mediocre startup. The sheer range the move has makes it generally safe on shield and decent at catching jump-ins, forcing the opponent to respect the move and be less aggressive. Naturally, this also means forward tilt is also a solid ledgetrapping tool that covers most options. The large disjoint also makes forward tilt solid for projectile defense, clanking against almost all of them.

Forward tilt is a reliable followup to down throw, catching opponents that tech in place with the hilt if they're sent into tumble by it and can't be chain grabbed. Because of the hitstun inflicted, this can allow for a regrab. It's also a good followup off of the second hit of neutral attack at around 50%, sometimes being considered better than the rapid jab.

However, forward tilt is very weak, only dealing 6% at most along with having very low knockback. This strictly makes forward tilt a spacing tool for the neutral game as the reward for landing it is far too low.

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 6% 0 AngleIcon65.png 20 80 0 3.5 56 -20.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hammer).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Thwomp SpecialsDirect.png
1 0 6% 0 AngleIcon65.png 20 80 0 3.5 56 -14.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hammer).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Thwomp SpecialsDirect.png
2 0 6% 0 AngleIcon65.png 20 100 0 3.5 56 -8.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hammer).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Thwomp SpecialsDirect.png
3 0 6% 0 AngleIcon65.png 20 100 0 4.5 56 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hammer).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Thwomp SpecialsDirect.png
Late hit
0 0 4% 0 AngleIcon65.png 20 80 0 3.0 56 -20.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hammer).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Thwomp SpecialsDirect.png
1 0 4% 0 AngleIcon65.png 20 80 0 3.0 56 -14.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hammer).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Thwomp SpecialsDirect.png
2 0 4% 0 AngleIcon65.png 20 100 0 3.0 56 -8.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hammer).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Thwomp SpecialsDirect.png
3 0 4% 0 AngleIcon65.png 20 100 0 4.0 56 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hammer).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Thwomp SpecialsDirect.png

Timing[edit]

Clean hit 12-15
Late hit 16-22
Animation length 42
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(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(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(Lag).png FrameIcon(Lag).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox