KING DEDEDE
=============================GROUND ATTACKS=====================================
(Standard A)
Description: A simple, fast side hammer swing. Covers a small area in front
of King Dedede.
Damage: 6% on average.
Knockback: Minimal - Knocks foes backwards.
Speed: Fast; short recovery.
Special: Part of a Combo Chain.
This is a basic move. Not very effective, but it's part of a combo chain, so
that is to be expected. It's actually not a bad chipping attack used singly,
though Dedede has better moves for that (namely his Strong Forward A and
Strong Down A).
(Standard A, A)
Description: A simple, fast side hammer swing, followed by an upward hammer
strike. Covers a small area in front on the first attack; covers a slightly
larger area in front of Dedede on the second strike.
Damage: 6% for the first attack, 5% for the second for a total of 11%.
Knockback: Minimal - Knocks foes backwards.
Speed: Fast; Short recovery.
Special: Part of a Combo Chain.
Again, simple enough; this attack is a standard and part of a combo chain, so
it comes out very quickly and has very little recovery time. Like his standard
A, the Standard A, A is a good chipping attack, though, yet again, he has
better moves for that.
(Standard A, A, A)
Description: A simple, fast side hammer swing, followed by an upwards hammer
strike. This is followed by a stab forward with his hammer, during which time
Dedede spins it. Covers a small area in front on the first attack; covers a
slightly larger area in front of Dedede on the second attack, and covers an
area a bit forward from Dedede on the third and any subsuquent hits.
Damage: 6% on first hit, 5% on second hit. The third hit scores multiple hits
and thus varies; the barrage of hits usually does 14% on average, for a total
of 25% when averaged out.
Knockback: Minimal - Knocks foes backwards.
Speed: Fast; short recovery
Special: Rapidly hit A to continue Hammer Drill
This is the completed Combo chain, and it's here that you see the kind of
damage that Dedede is capable of with nothing but standard attacks, he can
quickly crank out damage. The knockback from this move is pitiful, but the
damage is quite high and the recovery time excellent. It is for this reason
that Dedede's standards are a necessary part of close-combat.
If you continue to rapidly tap A on the third attack, or if you simply hold
the button on the third attack, Dedede will continue to perform the Drill
Hammer attack. This isn't useful in many circumstances, but if you pin a foe
against a wall with the drill part of the attack, you can crank damage wicked
fast; 2 to 3 seconds of Drill Hammer can rack up 41% or more damage!
The one caveat is that the Hammer Drill, should you whiff the spin component,
renders Dedede vulnerable for about a second. This can be potentially deadly
if you mistime it, so don't use the third hit unless you're sure it will hit!
(Strong Forward A)
Description: Description: A thrust forward with the hammer. Sort of resembles
the Drill Hammer attack, but has vastly improved range. Covers a lengthy area
in front of Dedede.
Damage: 6% given an ideal hit. Less-than-ideal hits will deal about 4%.
Knockback: Low - Knocks foes backwards.
Speed: Fast; Short recovery time.
Special: Superb Reach.
At a glance, Dedede's Strong Forward A looks like a total wash. It does no
more damage than his Standard A, is harder to do, and has a negligably longer
recovery time. Moreover, it doesn't even have good knockback, and isn't
going to be KOing anyone until they're about 250% or so.
The value of this move only becomes apparent when you realize that it has
absolutely the longest range of any of Dedede's moves. It can outrange both
Marth's Forward A Smash AND Ike's Forward A Smash, and it comes out faster
than both. This is easily Big D's best chipping attack, as it has *just*
enough push to drive them back out of range, has good speed, and is just
about Dedede's only reach move with basically no risk.
If you need to hit multiple foes or drive an enemy back before they can
really get close, Dedede's Strong Forward A is almost always a viable option.
It's also a good "Poke" move and can hit enemies through obstructions - you
can hit an enemy on the other side of a pillar, or through objects like the
small wall in Hyrule Temple.
(Smash Forward A)
Description: A massive, 2-handed overhand slam with Dedede's Hammer. Dede
swings in a broad forward arc, covering slightly above and in front of him.
Damage: 24% given an ideal hit. By charging this move, you can get as high as
33%, given an ideal hit. A simple graze will do a little less.
Knockback: Heavy to Extreme - Knocks foes upwards and Backwards.
Speed: Slow startup, quick follow-through; slow recovery time.
Special: Slow as hell.
Here it is, Dedede's strongest Smash move and the one everyone fears. A fully
charged Smash Forward A is going to, without exception, instantly KO a lighter
weight character on any of the smaller maps (such as Flat Zone) given a good
hit, regardless of health. Even a non-charged Smash Forward A from Big D
causes massive damage of the sort normally reserved for charge moves, and has
intense knockback. It even has good reach!
Unfortunately, what this move has in raw punch, it loses in speed. This move
has a critically slow startup, and Dedede telegraphs this move - badly - when
doing it. No sane player is going to come into range when you're charging
Dedede's Smash Forward A, though a few will always be crazy enough to try. Use
it sparingly, and you'll find this move to be extremely effective. If you use
it too often - one of the big mistakes of a neophyte Dedede player - people
will get wise, which will spell disaster for you, as this move is all too easy
to counter or disrupt. The last thing you want is to suffer a Counter from
Marth or Ike on this thing, as you'll be getting hit by a move that deals 45%
to 65% damage and will send you careening off the stage. Worse still, the
recovery time it has is awful, and you're completely vulnerable for nearly a
half a second after the move completes.
This said, it *is* his strongest overall move, and is great when going after
an enemy trying to get back from being nearly sent off, or trying to get down
to your level. Use it when under Platforms on maps like Battlefield, or in
tunnels (like in Mario Bros.) and this move will serve you beautifully - just
be careful and DO NOT rely on it too much.
One area this move can be positively vile is if you use it in conjunction with
Pitfalls, Deku Nuts, or even better, Freezies - or with a Jigglypuff or Yoshi
ally! With the enemy held by the effect, you can easily ready and charge a
smash attack, often sending them to their deaths in a single strike. This also
works with Jet Hammer, but the Smash Forward A charges faster and actually
does more damage when fully-loaded.
(Strong Down A)
Description: Dedede gives a sweep kick with his oversized foot. This covers a
small area in front of Dedede on the ground.
Damage: 10% (On Average)
Knockback: Light-to-Heavy; Knocks foes backwards.
Speed: Fast; short recovery.
Special: Trip Attack - Small chance to trip opponents.
Dedede's Strong Down A is one of his essential moves. It is basically a sweep
kick, and it has surprising reach considering that Dedede has basically no
legs - it reaches as far as his hammer, and it has both reasonable punch and
enough impact to push an enemy back somewhat.
Where this attack really shines, however, is that it's a Trip Attack. Enemies
hit by this move have a small chance of being knocked on their ***, just as if
they stepped on a Banana Peel. This can potentially buy you enough recovery
time to flee faster enemies or sieze the initiative. As the enemy's damage %
increases, this move becomes more of a knockback move, however, so it loses
the knock-down chance in favor of sending an enemy zipping backwards - not too
bad a deal, considering. At 150% and higher, it even can work as a KO move.
The speed of this move is very good; I cannot stress this enough. It's a very
safe move to use against enemies, and it has high priority to boot. Even
better, because the only requirement is that you're crouching - and since
Dedede crouches and gets back up extremely quickly - and since he doesn't even
look like he's crouching in a conventional sense when he is - this is an
unbelievably good set-up move.
You can immediately get back up and segue into a Standard A, A, A or even a
Smash Up A with laughable ease - and even better, since you're already in a
crouch, you can pull out a Down B Special (Jet Hammer) in an instant. Because
of the sheer number of set-ups this move has, it's a lot better than it
originally appears. Don't forget about it.
One last reason this is a good move: You're knocked a considerably shorter
distance if you're hit whilst crouching than you are in the air or simply
standing. Bear this in mind.
(Smash Down A)
Description: Dedede does a full 360 spin, swinging his hammer around him.
Covers a small area both in front of, and behind Dedede.
Damage: 15% on average. 21% on a fullycharged smash.
Knockback: Moderate-to-Heavy - Knocks foes upwards and towards where you hit
them from.
Speed: Very short start-up delay and follow-through. Moderate recovery time.
Special: Covers both front and back.
This is a good overall smash attack when compared to his Smash Forward A. It
has surprising knockback force, comes out very quickly, and the only real
drawbacks it has is that it has sort of slow recovery, which leaves you
vulnerable for about half a second after doing a move, and that the area it
covers is comparatively small. It hits in front of you *and* in back of you in
one move, making it good for clearing out enemies when you're being crowded.
It can score KOs, too - but it's better-used as part of an attempt to send foes
out on the followup.
One last thing of note - this move is also very deceptive; if you charge it,
Dedede looks virtually IDENTICAL to how he does when he charges his Smash Up A
This can make enemies misjudge which move you're trying to do, and can help
you thwart your enemies by partially eliminating their ability to telegraph
Big D's moves.
(Strong Up A)
Description: Dedede hops slightly, doing an upwards headbutt. Covers above
Dedede, as well as a small section directly in front of him.
Damage: 12% on average.
Knockback: Moderate-to-Heavy - Knocks foes upwards.
Speed: Fairly fast overall; short recovery time.
Special: Very Fast for a Strong attack.
Like Dedede's Strong Down A and Strong Forward A, Dedede's Strong Up A is a
good chipping attack. The difference here is that this move is almost entirely
for antiair purposes, and for knocking foes into the air. It's surprisingly
easy to chain, and can be very useful for dealing with a foe that absolutely
insists on staying at point-blank range, since you fan followup the headbutt
with additional headbutts, racking damage up. It also has high priority.
Additionally, this is the only one of Dedede's Strong attacks that can
actually KO with relative ease; at over 100%, the headbutt does asharp bit of
knockback that can kill many opponents on maps with relatively low top borders,
such as Battlefield.
Additionally, this move's quick use time makes it absolutely brutal when
chained correctly. If you can trap an enemy between Dedede and a cieling,
repeatedly hammering them with this move can rack up damage in record time.
This move's only real weakness is that it's basically anti-air only - it works
only to hit someone in the air or as a follow-up move. It covers ONLY above
Dedede and slightly in front of and slightly behind him, which limits its use
as a basic launcher move.
(Smash Up A)
Description: Dedede swings his hammer upwards, in a broad arc. The arc starts
in front of Dedede, and swings upwards, ending right behind him.
Damage: 14% on average. Charged, it deals as much as 19%.
Knockback: Moderate-to-Heavy - Knocks foes upwards.
Speed: Very short start-up delay and follow-through; moderate recovery time.
Special: Large coverage area.
Beyond any doubt, this is Dedede's single most useful Smash Attack. It covers
an absolutely huge area, comes out incredibly fast, and it has both reasonable
damage and knockback. 14-19% is, indeed, rather low for one of Dedede's moves,
but the sheer utility of this move more than makes up for that.
Like all Smash attacks, this one kicks pretty hard, but the Knockback of this
Smash is somewhat weaker; though it can still KO with ease once the enemy's
damage starts to stack up, it's better-used as a general knock-away move and
as a launcher. Use it as a primary offensive force to keep enemies in the air
and off-balance, for hitting foes through platforms (such as the ones on
Battlefield), and for dealing with enemy groups, as the massive coverage area
will hit absolutely ANYTHING near Big D.
Note that like his Smash Down A, Dedede's Smash Up A is deceptive, and there
is very little difference between the "ready" animations when he charges
either. By using both moves in their charge capacity well, you can throw
enemies offguard and cause them to misjudge you, especially if they don't
play Dedede.
Also note that just like his Smash Down A, his Smash Up A has a half-second
after he does it in which he is totally vulnerable. Whilst the attack is very
hard to predict and comes out quickly, Dedede can be badly punished if he
whiffs it, so be aware of the risks!
(Dashing A)
Description: Dedede runs at an enemy, trips, and does a body splash.
Damage: 16% on average.
Knockback: Light-to-Heavy - Knocks foes upwards and backwards.
Speed: Fast start-up, very fast follow-through; moderate recovery time.
Special:
This attack looks comical, but it does loads of damage. The body splash's
knockback is weak when the enemy is still at low damage %s, but as the enemy's
damage builds, the knockback of this move skyrockets, and Dedede can easily KO
a character at a relatively high damage % with it. This move is one of the
strongest overall Dashing A moves in the game in terms of damage, and it's one
thing that a lot of people who don't play as Dedede much don't really make
themselves aware of.
Because Dedede's a big slow guy, you'll have a lot of chances to use this
move, as presumably, you will run a lot when on the ground. Its high damage
and quick use time make it an excellent attack for diving into a big enemy
group. Be warned, however, that the recovery time on it is rather bad, and if
enemies see you do this too much, they'll be ready for it. It also has a brief
moment during the "trip" animation where he's somewhat vulnerable.
To get good with this move, bear in mind that Dedede has to start it BEFORE
coming into range. The nosedive itself does the same damage as the short slide
after it, so bear this in mind.
(Ledge A)
Description: Dedede peforms a kick as he gets back up from a ledgegrab.
Damage: 8% on average.
Knockback: Light-to-Heavy - Knocks foes upwards and backwards.
Speed: Varies dramatically depending on your own Damage %.
Special: Variable speed.
Dedede's Ledge-grab move can only be done when he grabs a ledge before pulling
himself up. This attack is fairly potent, with good damage and reasonable
impact, as well as a reasonable speed - at first. As with all ledge moves, as
your damage % increases, they become slightly less effective as it becomes
negligably slower to start and slower to recover from. In turn, it does get a
little stronger in terms of knockback.
Use this move ONLY when you're comparatively low on damage or know you're going
to hit. As your damage goes up, you're often better off using a different move,
like Big D's Ledge Dodge or a Super Dedede jump towards the enemy.
When you have over 100%, this move becomes the Critical Ledge A (See below).
(Critical Ledge A)
Description: Dedede peforms a hammer swing as he pulls himself back up.
Damage: 10% on average.
Knockback: Light-to-Heavy - Knocks foes forwards and slightly upwards.
Speed: Varies dramatically depending on your own Damage %.
Special: Variable speed; only usable when at 100% damage or higher.
This move is only done when Dedede is over 100% and attempts to perform a
Ledge attack. It's a lot stronger than his standard Ledge A, but somewhat
slower as well. Like regular ledge moves, it gets slightly slower when
you're high on damage, but this move has harsher knockback and better reach,
as well as better coverage than the normal Ledge A.
This attack is extremely potent when used effectively, and CAN change the
flow of a match if used well. Mix up your ledge game and again, only use
ledge attacks when you're certain a move is going to hit.
(Grab Moves)
Description: Dedede, once he grabs an enemy, can do a multitude of attacks. By
hitting A, he can Headbutt an enemy. By hitting up, he spikes them into the
air somewhat. By hitting forward, he smashes them with his hammer. By hitting
backward, he delivers a reverse hammer slam. By hitting Down, he throws the
enemy on the ground and jumps on them.
Damage:
The headbutt deals 3% damage.
The upward throw, the spike, deals about 9%.
The forward throw, the hammer slam, deals 12%.
The backward throw, the reverse hammer slam, deals 16%.
The down throw, the press, deals 8%.
Knockback:
The headbutt has no knockback, and Dedede doesn't lose his grip on the enemy.
The upward throw sends an enemy upwards, with moderate to heavy knockback.
The forward throw sends an enemy upward and backwards, with moderate to heavy
knockback.
The back throw sends an enemy forwards and upwards, with moderate to heavy
knockback.
The down throw sends an enemy backwards, with light to heavy knockback.
Speed: The grab is extremely fast. The headbutt is reasonably fast; all the
other moves are throws and thus their startup time is largely irrelevant.
Special: Grab move; Cannot be blocked.
Throws are an integral part of using Big D. As faster enemies can punish
Dedede in close-combat, throws give Dedede an instantaneous attack that can
potentially turn the tables and get enemies away from you. His back throw, in
particular, is vicious, dealing more damage than some lighter characters'
Smash attacks. Ideally, the throws you want to use most as Dedede are his
forward and back throws; they deal the most damage and hit enemies the
hardest, meaning they also clear the most ground which is frankly why you
would use one of Dedede's throws in the first place.
Note that Dedede's back throw easily KOs enemies that are high on damage %.
If an enemy is being particularly cagey and evasive, but you've racked the
damage up, grab him and launch him. If he doesn't die, you'll have sent him
flying at least, allowing you to easily ready your next move. His forward
throw has good knockback as well, but does slightly less. His up and down
throws are primarily set-ups for follow-up attacks; the up throw is a very
good launcher.
Also note that, as is the case for all characters, grabs are risky if facing a
smarter opponent. Humans and high-level comps alike know that if they hammer
the buttons like a drug-laden hippie, they'll often escape the grab before you
can throw. Get good with the timing and bear in mind that the higher your
opponents damage %, the harder it is for them to break free.
One last thing to note: Dedede is arguably one of the game's deadliest chain-
throwers. On maps like Hyrule Temple, Mario Bros, or New Pork City, it's quite
possible for Dedede to grab someone, throw them, grab them again on the
rebound, and continue doing this until the enemy's at a wicked high damage %,
at which point you can toss them out. It takes a bit of practice, but your
time will be well-spent honing your technique.
(Kick-Up A)
Description: Dedede peforms a kick to his front and back as he gets up.
Damage: 6% on average.
Knockback: Light-to-Heavy - Knocks foes upwards and backwards.
Speed: Moderate start-up, quick follow-through.
Special: Stand-up move.
This move can ONLY be used when Dedede is getting back up from a prone
position. It's best used to smack someone who is trying to approach you
when you've been knocked down. The start-up lag is sort of bad, but the
knockback is pretty good overall. It's not a hugely usable move, however,
even with its relatively good coverage and priority, owing to its low damage
and rather noteworthy start-up lag.
If time is a factor, and/or you doubt that you can actually land the
attack, a sideroll (tap left or right) or a quick recovery (tap up)
may be the better option.
=============================AERIAL ATTACKS=====================================
(Aerial Standard A)
Description: Dedede performs a body splash. The entire area around him is
covered, but only for a half a second or so.
Damage: 7% on average.
Knockback: Light-to-Moderate - Knocks foes upwards.
Speed: Very Fast; Moderate recovery.
Special: Large coverage area.
Whilst this is one of Dedede's weakest air attacks, it still can be quite
useful, as it hits a fairly large area and comes out fast. It can thus be used
for clearing enemies away when you get swarmed in the air. It has very good
priority, too. two caveats; its range is poor and it's all but useless against
ground foes.
(Aerial Forward A)
Description: Dedede Swings his Hammer forward in an arc. this starts slightly
below Dedede, and ends slightly above him.
Damage: 15% on average.
Knockback: Light-to-Heavy - Knocks foes upwards and backwards.
Speed: Very Fast; Moderate recovery.
Special: Large coverage area.
Dedede's Forward A in the Air has good damage, fairly high knockback, and a
surprisingly large area of coverage. It comes out quickly, has excellent
priority, and in general is one of his best air moves. Ideal for breaking
Smash Balls, it can KO opponents that are fairly high % with ease, and the
fact that it's an air move means its recovery is fairly fast, so it's even
hard to counter effectively. It's certainly one of his better air moves, and
is essential to Dedede's air game - so make good use of it.
(Aerial Back A)
Description: Dedede delivers a backward kick in the air. Covers King Dedede's
back, but not his upper or lower back.
Damage: 9% on average.
Knockback: Light-to-Heavy - Knocks foes upwards and backwards.
Speed: Very Fast; Moderate Recovery.
Special: Comes out extremely fast.
Whilst this is one of his weaker moves, Dedede's Back A in the Air is a
reasonably effective move because it comes out so **** fast and has reasonable
reach, unlike his Standard A in the Air. Additionally, it packs a reasonable
amount of knockback, and can KO foes that are very high in damage %. It's more
of a defensive move, best used when a foe is trying to hit you from behind
when you're airborne.
(Aerial Up A)
Description: Dedede does an upwards version of his Hammer Drill. It covers
directly above him and ever-so-slightly to the left and right.
Damage: About 3% a hit; it scores multiple hits, so assuring the enemy is
struck for the full hit Salvo, it can do as much as 19%.
Knockback: Minimal; knocks a foe backwards. If this attack hits enough times,
one hit will send the enemy knocked back in a random direction with as much as
moderate to heavy force; always upwards and also to the left or right.
Speed: Fairly fast.
Special: Scores multiple hits.
Whilst Dedede's forward and backward moves are designed to be used to knock
foes away, his Up and Down Air moves are strictly damage-causers, chaining
multiple hits for effect and in general making enemy damage go higher. Both
Up and Down moves in the Air lack knockback, but they make up for this little
shortcoming by having excellent priority and extraordinarily high damage.
Even better, by rapidly performing this move in the air, Dedede can stay,
hovering, in the air for several hammer-drills. whilst this is not as scary as
say, Meta-Knight's Up A in the Air (since it doesn't gain ground), it means
Dedede can repeatedly chain enemies should they bounce off a roof, and that he
can punish enemies that are trying to dart in after an enemy you're comboing.
Bear in mind that he can do it - with practice this move can be absolutely
brutalizing.
The above conspires to make Dedede's Aerial Up A excellent for following after
an Enemy launched by his Strong Up A or Smash Up A to deliver a bit of pain
and keep them from pulling off some kind of counter when they land. Great for
keeping the pressure on, but remember that it has virtually no knockback, save
for if you manage to land a large number of hits. Practice the timing and
aiming of the move to ensure lots of hits, and you'll find this to be a
positively deadly move.
(Aerial Down A)
Description: Dedede does an downwards version of his Hammer Drill. It covers
directly below him, and eversoslightly to the left and right under him.
Damage: About 3% a hit; it scores multiple hits, so assuring the enemy is
struck for the full hit Salvo, it can do as much as 12%.
Knockback: Minimal; knocks a foe backwards. If this attack hits enough times,
one hit will send the enemy knocked back in a random direction with as much as
moderate force; always upwards and also to the left or right.
Speed: Fairly fast.
Special: Scores multiple hits.
Ditto, but the Aerial Down A generally scores less hits due to the the fact
that when he uses it, he falls faster, and thus he is capable of scoring fewer
hits with it. Unlike the Aerial Up A, which is primarily used as a pressure
move, the Aerial Down A is primarily used for covering Dedede's *** as he
returns from being sent out. Again, its knockback is minimal unless multiple
hits are scored, so be leery about using it against groups.
============================SPECIAL ATTACKS=====================================
(Standard B Special (Inhale))
Description: Dedede Inhales a massive gust of air for as long as the B button
is held. Inhale covers a fairly large, pieshaped radius in front of Dedede.
Damage: None. King Dedede can spit out enemies, however, dealing 10% damage
when he does. A foe struck by a spit-out enemy takes 16% damage.
Knockback: None, but an enemy struck by a spitout enemy suffers light-to-
heavy knockback and is knocked upwards.
Speed: Moderately fast onset.
Special: Grab move; cannot be blocked, can eat items.
Dedede's Inhale is an unusual move. It works functionally similar to Kirby's
Inhale, except that Dedede cannot swallow enemies. In exchange, Dedede's
Inhale does more damage (additionally spit-out enemies do more damage).
Perhaps most worthy of note, Dedede can walk around with an inhaled enemy in
his mouth like Kirby and unlike Kirby, he can jump with reasonable effect
as well (Kirby can't jump worth crap when he has someone in his mouth).
This move is predominantly used when mobbed. You can easily suck up an enemy
and spit them right out into other enemies, causing extensive damage.
Unfortunately, it is possible for enemies to wriggle free of Dedede's mouth,
and even break out of star form once he spits them out, by hammering on the
buttons. The comp will do this religiously, drastically reducing the overall
effectiveness of Inhale. Fortunately, the primary purpose of Inhale - to get
enemies away from you goes off without any hitch. Also, if Dedede inhales a
food item, Maxim Tomato, Superspicy Curry, or Heart Container, he gains their
effects as appropriate.
Inhale actually has many uses beyond this - it can be used to inhale and
destroy items that are dropped (anything except a Golden Hammer, Assist
Trophy, Dragoon Piece, or Smash Ball), and it can actually be used to counter
some thrown projectiles that are thrown at you from the front but be aware
that they basically have to fly right into the dead-center of Dedede's mouth,
making it a very poor counter. Also, Dedede takes damage if he inhales an
explosive device, such as Snake's Grenades, Link or Toonk Link's Bombs, or
a Bob-Omb, so bear this in mind. Dedede isn't the only one that can do this
(Wario and Kirby can also eat items), but it's hardly a common ability, so
bear in mind that he can do it.
The last thing about Inhale is that it can be used for a tactic that's been
used since SSB - Kirbycide. By using Inhale and jumping off a cliff, it's
possible to plunge off a cliff with a foe and drag them to their deaths. This
is best used in Stock Matches when you get ahead, since you'll both die if
successful. Do note that smart foes will try to escape if you do this, and
may very well survive if you do it at the wrong time, so pick your choice of
hole to jump into carefully - you don't want your enemy recovering if you try
this particular tactic!
Inhale, in general, is a good utility move. It may not be overwhelmingly
powerful, but you can do a lot with it, and that's exactly the move's point.
NOTE: Dedede can use Inhale in the air as well. Dedede can't inhale unusually
large or heavy objects (enemies under the affects of Metal Boxes, Giant
enemies, Subspace enemies, and so on) can't be eaten.
(Forward B Special (Waddle Dee Toss))
Description: Dedede throws a Waddle Dee forward. It has reasonable range for a
projectile, and Dedede will throw it further if you do a Smash Forward B, but
there is no damage increase. There is a small chance Dedede will throw a
Waddle Doo instead, or on rare occasions, a Gordo. Additionally, occasionally
Dedede will throw a random item instead of a Waddle Doo (usually a Poke Ball,
Capsule, or Hammer).
Damage:
A Thrown Waddle Dee does about 5% damage.
If a Waddle Dee jumps or rolls and hits someone, it deals about 8%.
A thrown Waddle Doo does about 5% damage.
A Waddle Doo's beam does about 3-8% a hit with its beam; should an enemy get
hit at close range, it can deal upwards of 30%.
A Thrown Gordo does about 22% damage.
Knockback:
A Waddle Doo or Waddle Dee does Light-to-Moderate Knockback when thrown.
A Waddle Dee does Minimal-to-Moderate knockback if it lands on someone.
A Waddle Doo's beam has minimal-to-heavy knockback.
A Gordo does Light-to-Heavy Knockback when thrown.
Speed: Fairly quick, but with a moderate recovery rate.
Special: Thrown Projectile.
Waddle Dee Toss is, perhaps, the greatest move for harassment in all of SSBB.
The range is fairly short, and the damage isn't great, but the chaos this move
can cause is substantial.
Waddle Dee Toss is unique because, after throwing a Waddle Dee, the Waddle Dee
sticks around for a while and wanders about. Waddle Dees themselves are pretty
much harmless, but get in the way a lot and can occasionally push things off
cliffs. Unlike Mr. Saturns and the like, a Waddle Dee cannot be picked up by
anyone other than a Dedede player, making them incredibly annoying. A Waddle
Dee occasionally does a little jump or roll; if it hits someone when jumping
or rolling (not on landing)it causes a small amount of damage - nothing even
remotely heavy, but enough to make Waddle Dees irritating.
The biggest advantage to Waddle Dee Toss by far is that the thrown Waddle Dees
can knock enemies back, making it ideal for messing with people as they try to
recover an enemy trying to come back from a low angle can be easily punished
by winging a Waddle Dee or two their way.
Every once in a while, you'll throw a Waddle Doo instead of a Waddle Dee.
Waddle Doos are easily identified by their large unblinking eye and orange
body (Waddle Dees are Red). Waddle Doos do no additional damage in and of
themselves, and walk around like Waddle Doos after being thrown. The main
difference is that Waddle Doos will occasionally fire off a rippling energy
blast that can deal a lot of damage. The Beam has very little knockback, but
racks up damage in a hurry, especially if you're against a wall. Even better,
your own Waddle Doos' Beams don't affect you at all unless you have team
attack on.
Even rarer, Dedede will throw - instead of a Waddle Dee/Waddle Doo - a
creature called a Gordo. Gordos are nasty giant sea urchins in the Kirby
Universe; they are effectively living, deadly barriers. Gordo doesn't stick
around when thrown, Instead it bounces once and disappears. If it does hit
something, Gordo does a heavy hit of damage and can easily KO a target at a
relatively moderate damage %.
Very, very rarely, Dedede will pull out and throw a random item - usually a
Poke Ball or Capsule, but sometimes a Hammer, Fan, or Ray Gun. These count as
if actually thrown by Dedede.
In general, this move is best-used to piss people off from a distance, take
potshots at people trying to recover, and generally annoying the hell out of
people. Use it well, and remember that you may only have 2 Waddle Dees/Waddle
Doos on screen at a time. If you throw another after throwing 2, the first one
you tossed out will vanish.
Note that you can throw Waddle Dees in the air, as well.
One last thing (and very humorous thing at that) is that if a Waddle Dee/Waddle
Doo of yours manages, by some fluke, to KO someone, you get the kill for it.
This is also true if you have Team Attack on; if your own Waddle Doo fries you
and kills you, it counts as a suicide.
The actual ratio of Waddle Dees/Doos/Gordos is 35:10:4, or to put it a slightly
different way:
Chance of Getting a Waddle Dee: 70%
Chance of Getting a Waddle Doo: 20%
Chance of getting a Gordo: About 10%
(Down B Special (Jet Hammer))
Description: Dedede readies his hammer, which unfolds a large rocket motor.
The motor heats up slowly, causing the flame it produces to shift from red to
purple to blue. When released, Jet Hammer affects an area directly in front of
Dedede and has improved range depending on how long that the move was charged.
Damage: Varies. An uncharged Jet Hammer strike deals 11% damage. A fully
charged version knocks off a walloping 30%.
Knockback: Light to Extreme. Sends foes backwards and upwards.
Speed: Moderate Ready speed, fast onset, moderate to long recovery.
Special: Charge move; can move whilst charging, Fire effect.
The Jet Hammer move is an extremely obvious and rather difficult to land
attack for those inexperienced. Enemies will see this coming, as the rocket
motor gives off extremely visible fire effects that grab attention - and if
Dedede takes a hit, the charge of the move is waste.
At a glance, this attack doesn't seem very useful.
Why suffer all these drawbacks? The answer lies in Jet Hammer's absolutely
unprecedented power. If Dedede has ANY move that's more feared by players than
his Smash Forward A, it's the Jet Hammer special move. This charge move is not
only incredibly powerful damage-wise, it's extremely powerful in terms of
knockback and shield damage. It's also a bit more lenient in terms of time and
usability than his Smash Forward A, though it has a smaller area of effect.
Using Jet Hammer effectively is more of an art than a science. For starters,
you need to be aware of how it works. If you simply hit Down B once, Dedede
will deliver a single Jet-assisted slam from his hammer that deals around 11%
damage. This doesn't seem like a lot, but Jet Hammer's Knockback force
skyrockets as the opponent's damage builds, and even an uncharged Jet Hammer
can easily KO an enemy whose damage % is too high.
As Jet Hammer charges, the flames the hammer's engine sprays turn from red to
purple to blue, indicating an increase in damage, range, and knockback force.
Note that increasing the charge has the side effect of increasing the move's
recovery. At full charge (engine flames turn blue), the Jet Hammer is fully
charged and delivers a massive 30% hit given a successful strike.
Note that if you continue to charge after the weapon charges fully up, Dedede
takes damage from the heat, at a rate of 1% a second. This generally is
nothing to worry about, but you need to be aware of it. Also, make note that
if you're over 150% damage, the Jet Hammer ceases to do further damage to
Dedede, just like off-screen damage stops at 150%.
Though Dedede can't "hold" the charge like Samus, DK, or Lucario, he has
something that other characters with similar charge moves (Marth and Ike) do
not: He can move whilst charging it, and even jump! Because of this, it is all
too easy to charge Jet Hammer and move in to get the drop on an enemy in the
middle of a fight, especially in larger free-for-alls or Team Battles. This
makes Jet Hammer a bit more useful than Ike's Eruption or Marth's Shield
Breaker Specials, Since it means the usual "stay away" tactic won't work.
Additionally, you can start charging Jet Hammer in the air and even swing it
in the air. This can actually be quite useful.
One last thing to note is that Jet Hammer is a fire effect. This means it will
set off errant explosive crates when they appear should you have the rather
unpleasant misfortune of hitting one with Jet Hammer. The last thing you need
is for an enemy to camp near one of these when you're readying this move, so
be careful and make a note of this.
(Up B Special (Super Dedede Jump))
Description: Dedede does a massive upward jump, before plunging back down.
Dedede is very heavy, and so slams down with tremendous impact. He also kicks
up a pair of stars on impact. Enemies will take damage if hit by Dedede as he
plummets, or if they're in the blast range when he finally lands. They can
also get hit by the stars.
Damage: Enemies in the splash radius when he lands take 11% on average. An
Enemy hit directly by Dedede as he plummets take 15%. An enemy hit by the
"Stars" popping up from the impact takes only 5% damage.
Knockback: Light-to-Heavy; sends foes upwards and backwards. Stars have
virtually no knockback.
Speed: Extremely fast onset; Moderate to very slow recovery.
Special: Flinch-resistant, can be cancelled.
Super Dedede Jump is another staple of Dedede's from Kirby's Adventure; he
used to occasionally use it during his boss fight (it was one of the ways to
get the stars Kirby needed to inhale and spit back at him). It's also a very
versatile move as far as utility goes; it's usable as both a recovery move and
as an offensive move.
Super Dedede Jump launches Dedede very high - paired with his floating jumps,
it's very possible for Dedede to jump from the bottom of the stage to the top
of it in short order, covering more vertical movement than any character bar
Kirby, MetaKnight, and Pit!
Additionally, Dedede is flinch-resistant on this move's start-up (he's not
completely immune, like Ike during Aether or DK during Giant Punch). This
makes it hard to knock him out of a Super Dedede Jump. This move is thus
surprisingly safe to use offensively; it's very useful for diving into crowds
and scattering enemies. It can even KO enemies that have reasonably high
damage levels!
Dedede's Up B Special has weaknesses, however, and very glaring ones. The
first, and most obvious, is that it's a momentum-carrier. Once you start
Dedede's Jump, the direction cannot be changed - in essence, you must be
moving in a direction before using the jump to gain any horizontal movement
with this move which means that in smacking you backwards, enemies can
attempt to thwart your recovery attempts with greater ease than they could
otherwise. In addition to all this, Dedede's recovery time from this move is
quite long - nearly a full second. Additionally, Dedede is far from flinch-
resistant when coming back down, and a number of moves can out-prioritize him
on the return trip (though admittedly relatively few).
If all these aren't enough, Dedede cannot perform a ledge-grab when using the
Super Dedede Jump! Fortunately, a solution exists - you can Cancel out of it.
Unlike many similar moves, Dedede has the ability to cancel out of his Up B
Special by hitting down at any point during the move. By doing this, Big D has
the ability to grab edges or potentially save himself from plummetting off
a cliff. Note that if you cancel it, Dedede's recovery time is a lot better
than if he finished actually doing the move - but if you cancel too close to
the ground, Dedede will stumble and will be vulnerable for even longer than he
would have otherwise (for almost 2 seconds). Learning how - and when - to
cancel this move is a huge part of Dedede's recovery game, so it's whole-
heartedly recommended you practice it.
Drawbacks aside, Super Dedede Jump is wonderfully effective and extremely
useful in general once you master its myriad quirks. You can use it as a
disrupting move, a recovery move, a quick way of getting out of reach in a
hurry and even as a good way to break a Smash Ball (one hit from this move
usually breaks it)! Make good use of this move, and you'll find it essential.
(Final Smash (Waddle Dee Army))
Description: Dedede whistles, and does a little dance, drumming his belly and
calling out to his troops. Waddle Dees pop onto the scene from nowhere and run
all over the place, causing damage and pushing characters off the stage as
they run about. Occasionally, Waddle Doos are mixed in the crowd - as are
Gordos. At the very end - about 10 seconds later - Dedede gives a laugh.
Damage:
A Summoned Waddle Dee does about 2-6% damage.
A summoned Waddle Doo does about 9% damage and can score multiple hits. 30% or
more from a Waddle Doo is about the average provided the enemy is fairly far
from an edge.
A summoned Gordo does about 15-25% a hit.
Knockback:
A Waddle Doo or Waddle Dee does only light-to-moderate knockback backwards,
but pushes characters as they zip offscreen, making it extremely easy to get
swept away. Waddle Doos have a lot more knockback and pushback force than
Waddle Dees. A Gordo does a moderate-to-hard knockback upwards and backwards.
Speed: Instant when used. Waddle Dees, Waddle Doos, and Gordos summoned spawn
at a fairly good clip and move very quickly.
Special: Final Smash.
Make a note: Dedede's Final Smash has the single best priority of any Final
Smash - you can use it anywhere, at any time, and it will immediately go off.
If you use it on the edge of a scrolling stage, the stage will stop moving
until the move is over. If you're off screen, it'll still go off with no
trouble. Use it in the air, and he'll hover there till the dance is over.
It's always safe to use Waddle Dee Army. ALWAYS.
That said, Dedede's Final Smash is as comic as it is effective. At a glance,
it doesn't seem terribly strong, since it's more of a support move. As with
all Final Smashes, Dedede is invincible when dancing and calling down his
troops.
Dedede's Final Smash calls in a bunch of Waddle Dees that then immediately
rush towards the nearest enemy and try to bumrush them off the stage. Each
Waddle Dee has very low damage but rather harsh knockback, and though you can
attack and drive off oncoming Waddle Dees, there are tons of them coming down.
Additionally, Waddle Doos will be mixed in the crowd (functionally the same as
Waddle Dees in this case, but they deal a lot more damage and have much more
vicious knockback effects), and you'll occasionally get Gordos, which only
fall straight down, bounce off the ground once, and then vanish but which
deal a ton of damage and do immense knockback if they actually hit something.
All in all, this attack causes utter and complete pandemonium for 10 seconds.
This Final Smash is, however, extremely map-dependant if you're intending to
use it to score KOs. On smaller stages, Waddle Dee Army is tantamount to a
guaranteed kill, whereas on larger stages or those with many obstacles, it's
merely annoying as hell and can score some quick easy damage. Regardless,
always prioritize Smash Balls Dedede's Final Smash may hardly be the
strongest Final Smash around, but you definitely don't want your opponent
getting to use theirs!