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King Dedede (SSBB)/Forward tilt

OverviewEdit

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.

HitboxesEdit

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   20 80 0 3.5 56 -20.0 0.0 0.0 1.0x 1.0x 0%               Thwomp  
1 0 6% 0   20 80 0 3.5 56 -14.0 0.0 0.0 1.0x 1.0x 0%               Thwomp  
2 0 6% 0   20 100 0 3.5 56 -8.0 0.0 0.0 1.0x 1.0x 0%               Thwomp  
3 0 6% 0   20 100 0 4.5 56 0.0 0.0 0.0 1.0x 1.0x 0%               Thwomp  
Late hit
0 0 4% 0   20 80 0 3.0 56 -20.0 0.0 0.0 1.0x 1.0x 0%               Thwomp  
1 0 4% 0   20 80 0 3.0 56 -14.0 0.0 0.0 1.0x 1.0x 0%               Thwomp  
2 0 4% 0   20 100 0 3.0 56 -8.0 0.0 0.0 1.0x 1.0x 0%               Thwomp  
3 0 4% 0   20 100 0 4.0 56 0.0 0.0 0.0 1.0x 1.0x 0%               Thwomp  

TimingEdit

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