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

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==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 23. However, on hit, it's a good combo starter, allowing for a {{mvsub|King Dedede|SSBB|grab}} or {{mvsub|King Dedede|SSBB|forward tilt}} at around 50%. It's not awful on [[shield]] either, as the [[King Dedede (SSBB)/Neutral attack/Infinite|rapid jab portion]] is -7 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.  


==Hitboxes==
==Hitboxes==

Latest revision as of 16:58, July 19, 2021

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 TypeIcon(Hammer).png EffectIcon(Normal).png 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 TypeIcon(Hammer).png EffectIcon(Normal).png 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 TypeIcon(Hammer).png EffectIcon(Normal).png 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)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(BlankContinuableS).pngFrameIcon(BlankContinuableE).png
Earliest continuable point
FrameIcon(Interruptible).png
Interruptible