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King Dedede (SSBU)/Forward smash

Hitbox visualization for King Dedede's forward smash
Hitbox visualization showing King Dedede's forward smash.
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OverviewEdit

Update HistoryEdit

  3.0.0

  •   Forward smash no longer hits grounded opponents twice. This significantly hinders its shield breaking potential.

  8.0.0

  •   Forward smash has had its jostling properties adjusted.

HitboxesEdit

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
Early hit
0 0 2 0.0% 0   Forward 0 0 0   3.5 hammer2 -6.0 0.0 0.0 1.0× 1.0× 0%               Punch   All All            
1 0 2 0.0% 0   Forward 0 0 0   3.5 hammer2 -12.5 0.0 0.0 1.0× 1.0× 0%               Punch   All All            
2 0 0 16.0% 4.0   Forward 85 55 0   4.5 hammer2 1.5 0.0 0.0 1.0× 1.0× 0%               Dedede Hit   All All            
The ID 0 and 1 hitboxes lead into the clean hit's sourspot, using a position vector with offsets [16, 2] for 2 frames.
Clean hit
1 0 0 18.5% 4.0   Forward 50 85 0   3.5 hammer1 6.0 to 3.0 -3.0 to -5.0 0.0 0.8× 1.0× 0%               Dedede Hit   All All            
2 0 0 25.0% 4.0   Forward 70 74 0   6.0 hammer2 0.0 0.0 0.0 1.0× 1.0× 0%               Dedede Hit   All All            
Late hit
2 0 0 11.0% 0   Forward 100 30 0   8.0 top 0.0 5.0 5.0 to 27.0 1.0× 1.0× 0%               Dedede Hit   All All            

TimingEdit

Charges between 33-34
Early hit 40-41
Clean hit 42-43
Late hit 44
Interruptible 78
Animation length 95
                                                                                                                                                                                             
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
  
Hitbox change
 
Interruptible

TriviaEdit

  • The clean hit's sweetspot (ID 1) is coded as an extended hitbox despite not being actually extended, which prevents it from interpolating.