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King Dedede (SSBU)/Down special

< King Dedede (SSBU)
Revision as of 07:37, August 18, 2022 by Toomai (talk | contribs) (not sure what "additional data" would be needed in the timing section)
This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Jet Hammer.
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King Dedede down special hitbox visualizations.
Grounded Aerial
Jethammer along with heavy armor Hitbox visualization for King Dedede's aerial Jet Hammer
Grounded Max Aerial Max
Fully charged grounded jet hammer with heavy armor Hitbox visualization for King Dedede's max charge aerial Jet Hammer

Overview

Hitboxes

For both versions, landing a fully charged hit produces a Special Zoom.

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Grounded
0 0 0 12.0% 0   Forward 30 100 0   9.0 hammer1 16.0 0.0 2.0 1.0× 1.0× 0%               Dedede Hit   All All            
1 0 0 12.0% 0   Standard 30 100 0   5.0 top 0.0 7.0 2.0 to 6.0 1.0× 1.0× 0%               Dedede Hit   All All            
Aerial
0 0 0 11.0% 0   Forward 30 100 0   9.0 hammer1 16.0 0.0 2.0 1.0× 1.0× 0%               Dedede Hit   All All            
1 0 0 11.0% 0   Standard 30 100 0   5.0 top 0.0 10.0 5.0 to 9.0 1.0× 1.0× 0%               Dedede Hit   All All            
Grounded Max
0 0 0 40.0% 0   Forward 60 46 0   9.0 hammer1 16.0 0.0 2.0 1.0× 1.0× 0%               Dedede Hit   All All            
1 0 0 30.0% 0   Standard 60 46 0   5.0 top 0.0 7.0 2.0 to 6.0 1.0× 1.0× 0%               Dedede Hit   All All            
Aerial Max
0 0 0 32.0% 0   Forward 60 54 0   9.0 hammer1 16.0 0.0 2.0 1.0× 1.0× 0%               Dedede Hit   All All            
1 0 0 22.0% 0   Standard 60 54 0   5.0 top 0.0 10.0 5.0 to 9.0 1.0× 1.0× 0%               Dedede Hit   All All            

Timing

Regular

Charge 17-18
Damage-based armor (grounded only, from release) 1-14
Hitbox (from release) 10-11
Interruptible (from release) 60
Animation length (from release) 71
Hitboxes                                                                                                                                                                                 
Grounded only                                                                                                                                                                                 

Maximum charge

This data begins when the move is released

Damage-based armor (grounded only) 1-14
Hitbox 9-11
Interruptible 70
Animation length 90
Hitboxes                                                                                                                                                                                     
Grounded only                                                                                                                                                                                     
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
 
Vulnerable
 
Armour
 
Interruptible

Parameters

Move

Damage-based armour 14%
Charging walk speed 0.7 units per frame
Full charge time 120 frames
Partly charged damage +0.15% per frame
Full charge hold self-damage +1% per 30 frames
Full charge self-damage limit 100%

Special Zoom (fully charged)

Duration 40 frames
Slowdown factor 4x
Zoom rate 4
Time before zoom 3 frames
Background duration (non-1v1) 25 frames