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

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(added some info, very bare bones but it's better than nothing.)
 
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==Overview==
==Overview==
{{competitive expertise}}
{{SSBB|King Dedede}} hops up with a headbutt. [[Up tilt]] grants two frames of full-body [[intangibility]] as the [[hitbox]] comes out, making it an effective punish to [[Mach Tornado]] and other well-guarded attacks, especially out of a [[spotdodge]]. At lower [[percentage]]s, this sets up for aerials, while it also [[KO]]es opponents at around 105% not factoring in [[stale-move negation]], putting it just below {{SSBB|Snake}}'s {{mvsub|Snake|SSBB|up tilt}} in terms of KO potential. Up tilt can be confirmed through {{mvsub|King Dedede|SSBB|neutral aerial}} with relative ease as well. Because of the low startup, the move can also be used [[out of shield]], especially with [https://www.youtube.com/watch?v=LjFQtAubet4 powershield cancelling].
 
===Usage with [[Inhale]]===
Up tilt is an effective followup to Inhale as an opponent mashes out, acting as a [[KO]] confirm if buffered. The [[c-stick]] can't be used, as it causes the opponent to be spat out manually instead. There's also a bounce animation as the opponent mashes, which must be avoided through doing quick turnarounds during Inhale. Some moves and actions can allow the opponent to avoid the up tilt, in which other options such as {{mvsub|King Dedede|SSBB|back aerial}} must be used instead.
{{#widget:YouTube|id=9yfMoegHvcY}}
 
==Hitboxes==
==Hitboxes==
{{BrawlHitboxTableHeader}}
{{BrawlHitboxTableHeader}}

Latest revision as of 09:26, June 18, 2021

Overview[edit]

King Dedede hops up with a headbutt. Up tilt grants two frames of full-body intangibility as the hitbox comes out, making it an effective punish to Mach Tornado and other well-guarded attacks, especially out of a spotdodge. At lower percentages, this sets up for aerials, while it also KOes opponents at around 105% not factoring in stale-move negation, putting it just below Snake's up tilt in terms of KO potential. Up tilt can be confirmed through neutral aerial with relative ease as well. Because of the low startup, the move can also be used out of shield, especially with powershield cancelling.

Usage with Inhale[edit]

Up tilt is an effective followup to Inhale as an opponent mashes out, acting as a KO confirm if buffered. The c-stick can't be used, as it causes the opponent to be spat out manually instead. There's also a bounce animation as the opponent mashes, which must be avoided through doing quick turnarounds during Inhale. Some moves and actions can allow the opponent to avoid the up tilt, in which other options such as back aerial must be used instead.

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 12% 0 AngleIcon96.png 30 120 0 7.0 37 0.0 7.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Head).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
1 0 12% 0 AngleIcon96.png 30 120 0 7.0 37 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Head).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
2 0 12% 0 AngleIcon96.png 30 120 0 6.0 37 0.0 -7.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Head).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png

Timing[edit]

Intangible 7-8
Hitboxes 7-17
Interruptible 40
Animation length 51
Hitboxes  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(Hitbox).png FrameIcon(Hitbox).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 FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Intangibility  FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(Vulnerable).png
Vulnerable
FrameIcon(Intangible).png
Intangible
FrameIcon(Interruptible).png
Interruptible