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King Dedede (SSBU)/Neutral special: Difference between revisions

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m (Added update history and rehit rate)
m (Forgot to put bugfixes)
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==Overview==
==Overview==
==Update History==
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
*{{bugfix|Fixed King Dedede's knockback facial expression after Inhaling an opponent holding an explosive item.}}
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
*{{bugfix|Fixed reflected Charge Shot from Samus that would launch the other way using Inhale.}}
*{{bugfix|Opponents now properly gain intangibility when caught by Inhale; previously opponents would become stuck in hitstun during Inhale.}}
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
*{{bugfix|Scenarios where the opponent would not escape from Inhale after King Dedede gets hitstunned at a specific frame has been fixed.}}
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
*{{bugfix|Fixed an issue where Inhaling certain projectile would become stuck at the center of the stage.}}
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
*{{buff|The move has less startup (frame 17 → 14).}}
*{{buff|The move has less startup (frame 17 → 14).}}

Revision as of 12:23, July 14, 2020

The startup hitboxes of King Dedede's inhale.
King Dedede's neutral special, Inhale, when it starts.
Updated hitbox version of KingDedede's Inhale.
King Dedede's neutral special, Inhale.

Overview

Update History

Super Smash Bros. Ultimate 2.0.0

  • Bug fix Fixed King Dedede's knockback facial expression after Inhaling an opponent holding an explosive item.

Super Smash Bros. Ultimate 3.0.0

  • Bug fix Fixed reflected Charge Shot from Samus that would launch the other way using Inhale.
  • Bug fix Opponents now properly gain intangibility when caught by Inhale; previously opponents would become stuck in hitstun during Inhale.

Super Smash Bros. Ultimate 3.1.0

  • Bug fix Scenarios where the opponent would not escape from Inhale after King Dedede gets hitstunned at a specific frame has been fixed.

Super Smash Bros. Ultimate 4.0.0

  • Bug fix Fixed an issue where Inhaling certain projectile would become stuck at the center of the stage.

Super Smash Bros. Ultimate 8.0.0

  • Buff The move has less startup (frame 17 → 14).
  • Buff The grounded version's grabboxes are larger (Z offset: 4u → 4u—7u (initial), 5u—9u → 5u—12u (vacuum), greatly improving its range.

Windboxes

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 Rehit rate
Windboxes
1 0 3 0.0% 0 AngleIcon170.png Standard 0 100 30 HitboxTableIcon(False).png 6.0 top 0.0 9.0 16.0 0.0× 0.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Normal).png TypeIcon(Typeless).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S None SpecialsIndirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png 3
2 0 3 0.0% 0 AngleIcon170.png Standard 0 100 10 HitboxTableIcon(False).png 7.0 top 0.0 6.0 to 12.0 23.0 0.0× 0.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Normal).png TypeIcon(Typeless).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S None SpecialsIndirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png 3
3 0 3 0.0% 0 AngleIcon0.png Standard 0 0 0 HitboxTableIcon(False).png 9.0 top 0.0 8.5 10.0 to 21.0 0.0× 0.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Normal).png TypeIcon(Typeless).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S None SpecialsIndirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png 3

Timing

Grab startup 14-16
Grab loop + windboxes 17-
Interruptible (from release) 20
Animation length (from release) 34
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(Grab).png FrameIcon(Grab).png Icon for grab frames just before a loop point. Icon for grab frames just after a loop point. FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png FrameIcon(Grab).png Icon for grab frames just before a loop point. FrameIcon(LagLoopE).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 FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(BlankLoopS).png Icon for non-damaging hitbox frames just after a loop point. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames in frame strips. Icon for non-damaging hitbox frames just before a loop point. FrameIcon(BlankLoopE).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(BlankLoopS).pngFrameIcon(BlankLoopE).png
Loop point
Icon for non-damaging hitbox frames in frame strips.
Flinchless hitbox
FrameIcon(Grab).png
Grab
FrameIcon(Interruptible).png
Interruptible