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The King of Smash, a DDD guide

The King of Smash, a DDD guide

Game Versions
Smash 3DS, Smash Wii U
This is a competitive guide to King Dedede in smash 4. I have duo-mained :4dedede: and :4wario: for quite a while now, and have some information I would like to share with any Dedede players or aspiring ones. This will be divided into a few sections.

1. Basic Overview
2. Standard Attacks
3. Specials
4. Combos
5. Follow-ups and set-ups
6. Play-style and strategies
7. Match-ups(coming soon)
8. Competitive Players

9. Taunting

I will try to update this as soon as I can, as well as take any suggestions. Please, give any feedback and advice.

1. Basic Overview

King Dedede is a very different choice from most characters. He is extremely heavy, but gets most of his kills and damage-racking from combos, set-ups, and ledge guarding. He also has one of the strongest recoveries, being hard to gimp (though not impossible). All of his attacks are very powerful and somewhat slow, with his quickest attack (D-tilt) coming out on frame 6. He has the worst air speed and arguably worst frame, but is the 3rd heaviest and has the strongest vertical endurance in the game. Unlike most of the other super-heavyweights, his attacks are not too strong, although he does have the strongest F-smash in the game. He is a heavy with some great gimmicks as opposed to super strength like Gannon or quicker attacks like DK.


2. Standard Attacks

I'll do the frames that the hit box is active for after saying the attack. Thanks to http://kuroganehammer.com/Smash4/King Dedede for giving me the exact frames.

Regular

Jab(10-11, 11-12, 12-23) 16 to 18%: Besides many opponents being able to get out of it, exceptionally at high percents, this jab can lead to many follow-ups. Good combo starter, but terrible frame data.

Dash attack(26-27, 28-35) 16%, 13%: A very slow dash attack. Not very useful outside of KO-ing, but if you get a strong read, it's a solid KO option.

Grab(7-8 standing, 9-10 dash,10-11 pivot) 3%(pummel): A good grab with a great range for a non-tether grab, but still somewhat nerfed from brawl. One of your best out of shield options (You don't have many).

Tilts

F-Tilt(12-21) 13%: One of your best spacing tools, use to give yourself some room and for punishes/reads out of grabbing range. However, be careful, as there is bad ending lag if your opponent gets behind you, they can badly punish you.

D-Tilt(6-8) 10%: A good out of shield option (along with grab), your quickest attack. Also quite ranged, though still punishable and not too safe on shield, so don't spam.

U-Tilt(9-15) 12%, 10%: Not the good finisher it was in brawl, this still provides for some good follow-ups and even combos at low percents.

Smashes

F-Smash(42-44, 45-47, 48-49) 15%, 24%, 6%: The most powerful smash in the game (fully charged doing a whopping 34% damage). However, it is slow and looses its versatility as such, only being able to be used for set-ups and shield-breaks.


D-Smash(14-22) 13%: Your best smash; it semi-spikes(sends your opponent at a horizontal angle), is very quick, and can be used for a roll-read or quick punish, and a great set-up tool.

U-Smash(17-24) 14%, 9%: Probably your least-useful smash; can be an anti-air move but doesn't kill as early nor is as quick as D-smash. Use sparingly, but is a follow-up at low percents.

Throws

D-throw 6%: Your base throw, good for combo's, though not so much in the later game. A huge part of your damage-racking game.

U-throw 9%: Good for positioning, at extremely early percents, has a followup (not true), much better in the later game.

B-throw 13%: Your kill throw, though only in late game. However, if you don't think your opponent will be killed, the angle of this throw is not as horizontal as F-throw, so not as good for positioning.

F-throw 10%: Good for positioning, but not much else.

Aerials

N-air(7-8, 9-29) 12%, 7%: Your quickest aerial, with combos out of it's sour-spot at almost any percent, great to be used as a landing move.

F-air(13-15) 12%: A good aerial, it can be used out of a combo or as a gimp tool. However, it has very bad lag, and doesn't auto-cancel on short hop. it is better to use B-air and N-air as an approach.

B-air(17-19) 16%: Your strongest aerial, use this to land with a lot and also to ledge-guard. It can kill fairly well, and can even combo out of things.

U-air(10-22) 12%: Another quick aerial, can somewhat effectively juggle. If you time this properly as you land, you can bring your opponent down with you and get an almost free grab.


D-air(22-23) 15%, 8%: Very slow, your D-air can spike, but even at that its not very good. You can't get it off a combo unless you read an air-dodge.


3. Specials

Same as the above standard attacks, but may vary. Longer description of each attack.

Inhale (Neutral special) (17-?) 10%: Your inhale will do more damage than Kirby's, but not copy, as Dedede is already perfect. A laggy move, don't use too often. However, it is a great landing option if N-air and B-air stopped working for you. It is probably best to turn to the edge and spit them off it if you manage to land this. Once you spit out your opponent, you have a few options. The spit distance is determined by the opponent's mashing. If the opponent is close, you can follow-up with an aerial depending on the opponent's response. However, if they decided to not mash, you can do a ledge set-up. If the distance is in the middle, you should react based on your opponents choice (If they move towards you, try to follow-up. If they go away, ledge-guard.). To mix up your landing, try B-reversing this; that is when you press B, then quickly turn to the direction you are not facing. Dedede will switch directions and inhale. Also, you can ledge-guard with it, but there are many better ledge-guarding maneuvers. There is another exciting thing you can do with this; Dededecide. To do this, bait you opponent to the ledge, hop off of it, then swallow them as you fall down. Sometimes, opponents can recover after this, and you always die first, so don't do this unless you are feeling brave and have a stock on them. You can spit them under the stage to prevent your death, but they can recover if they have a decent recovery.

Gordo toss (Side special) (29-?) 10-14%, 10%: The Gordo is as deadly as it is helpful. DO NOT use the gordo as: a projectile, a spammable attack, a melee attack, or a wall (without taking proper precautions). Now that that is out of the way, the gordo is a great and versatile move with great set-ups and pressuring. Rarely, if ever, use the gordo in a melee situation (although it can pull off some sick damage), as it is risky, laggy and not ranged in its initial stage. Gordos can be thrown with 3 tilts on the attack; upwards (U-gordo), where it goes a short distance, Downwards (D-gordo), where it initially goes straight then begins to slow down, and forward (F-gordo), where it goes straight. It is also possible for Dedede to use a U-gordo as a wall, but make sure to cover yourself incase it is hit back at you, and that you are atleast two Dedede F-tilts away from the opponent or you could be punished. Throwing a gordo (generally F-gordo but occasionally D-gordo) in the neutral can be very pressuring, and do some considerable shield damage if not hit back. First, make sure you are at enough range so that the opponent can not hit the gordo till you are ready to hit it back. If your opponent shields the gordo, or is hit by it but remains onstage, use that time to try to approach with a grab or space yourself near them. If they hit it back, cover yourself with a N-air or a D-tilt. If it hits them offstage, prepare for a follow-up or ledge-guard. Gordo's can also be used for set-ups (generally U-gordo but sometimes D-gordo if too far away), in which I will go on about later. When an opponent is recovering, instead of performing a setup, you can opt to perform a gordo "snipe", in which you hit them from the stage or in the air to knock them back and get a gimp. While recovering, you can use the gordo to pressure an opponent who is staying on the ledge and damage their shield, or hit the gordo onto the ledge, forbidding any ledge trumps and stopping your opponent from grabbing the ledge (also can be used for a setup while ledge-guarding). While on a stage with platforms, if you believe your opponent is using them too much to outmaneuver you, you can toss a gordo there to prevent them from going there, but be prepared to cover yourself with a N-air or D-tilt. Also, on smashville, you can use gordos to stop opponents from recovering on the platform.

Super Dedede Jump (Up special) (52-?) 10%, 15%, 11%: Your main recover tool. Don't use this while not recovering, as it is very laggy and punishable. It covers a lot of vertical distance, but you can't grab the ledge when coming down. Dedede has superarmor through the move until the apex, but regains it going back down. Cancel it with by moving up. You can control the way it is moving. Landing with it will not only have the hit-box, but also send out stars that most opponents don't expect and can save you from a punish. If you use you last midair-jump to face away from the main platform while recovering, you will not grab the ledge and instead go onto the platform, not only doing a lot of damage but also breaking most of your opponent's shield. It is easier to confuse opponents, however, if you jam down after you angle it, your jump will have the same property. If you pressure a shield by a gordo, you can have a shield break with your up-B by doing this. Don't use it too often, however, as players can catch on to it. Many attacks with strong wind-boxes can and will push you away from the ledge. Can spike on the way down as a disrespect, but not very good.

Jet Hammer (Down special) (27-28, 9-11) 10-38%: A very useless move, yet one of the most disrespecting. Does less damage in the air. Can be used as a shield-break punish, but side-smash is better. The biggest use I have found is as a replacement for forward air in a gordo set-up, as it does more damage and KO's earlier, but suffers from more ending lag and is very predictable.


4. Combos

Even though Dedede is such a powerhouse, he still has a few reliable combos that work even into high percents. These combos are all true (except one) and very damaging. Here are a few.
D-throw combos: Your down throw combos into every single one of your aerials but D-air. B-air is a great choice due to the high damage. However, it requires a bit of practice to pull off, though it isn't to hard. You have to turn around in place and quickly jump, but if succeeded you will get 22% (more if you pummel). F-air and more so N-air give a better position for follow-ups, but only does 18%. U-air can be done into higher percents and can kill at certain percents on certain stages (like town and city). U-tilt can be done twice at low percents and followed with an U-air. Your biggest damage-racking combo.
U-tilt combos: U-tilt can be comboed into itself a few times at low percents, exceptionally if you are fighting a heavy or fast-faller. Afterwards, it can combo into U-air.
N-air: The sour-spot of N-air can combo into U-air at really high percents and your other aerials (no D-air) at low percents. It can also combo into U-tilt at low percents, which can then combo into things (see above).
U-air: If you catch somebody with a falling U-air that auto-cancels by landing before you finish the move, you will get an opportunity for a free grab. Although this is technically a follow-up, not a combo, this happens so quick and your opponent will rarely expect it, so I put it here.



5. Follow-ups and set-ups

Dedede has many follow-ups to his attacks. While these may be somewhat difficult to perform on certain characters, and generally require a lack of DI and air-dodging, or a missed tech. However, if you properly cover your opponents options, these should work most of the time.
Any of the combo's listed in the previous section can still work if you read an airdodge (except U-air).
N-air: The sweet-spot can be followed up by F-air, B-air, U-air, or even another N-air.
F-air: You can hit multiple F-airs if your opponent doesn't DI out of them at low percents. You can also follow up with a gordo at mid percents, but you have to cover yourself.
U-air: Working exceptionally well on stages with platforms, you can chain U-airs together at low percents.
Jab: Your 2nd jab hit actually brings your opponent in, so you can even maintain somewhat of an infinite (though not truly, as your opponent can get out). You can follow up jab jab with a grab, F-tilt, D-tilt, D-smash or U-smash, but you have to read DI and air-dodges.
D-tilt: You can follow up a D-tilt with another D-tilt at low percents, and chain them together on many characters. You can also follow-up with F-tilt.
D-air: If you manage to spike somebody on the top of the stage, you can follow up with any aerial, unless they tech it.

Dedede gets many set-ups, most while edge-guarding with his gordo, but still a few without it.
Gordo set-ups: The gordo is Dedede's best set-up tool. Many good ledge-guarding set-ups come from using an U-gordo near the edge while the opponent is about to grab it. The gordo itself will hit if the player gets up, get up attacks (generally), stays there, or jumps (sometimes). Dedede himself can charge a D-smash or F-smash near the gordo to prevent them from rolling or jumping and air-dodging. If they seem to be going down and jumping through the gordo and you, or hitting the gordo back, you can choose to instead jump and F-air, B-air, N-air, or Jet hammer. Also, you can go down and ledge trump for a good setup to B-air the opponent (either jump and B-air or go down, mid-air jump once or twice, then B-air). Or, you could go down and gimp the foe if they try to wait out the gordo away from the stage. Outside of ledge-guarding, Dedede can use an U-gordo away from him, grab an opponent, and throw them into it. Or, if timed properly, Dedede can up-throw the player right next to an U-gordo and use it to rack up more damage then normal, although this is extremely hard to use in an actual match. Dedede can also use a gordo to force a shield and grab the foe.
Ledge trump-If you get a ledge trump, you can B-air your opponent after a drop then a few mid-air jumps, or a jump up.
Above you-If an opponent is above you, you can do a bit more than air-dodge read and U-air. If you get a falling U-air, you can f get a free grab. You could go for a sour-spot N-air to start a combo, or a B-air to get them offstage.



6. Play-style and strategies

Dedede is a very punish-heavy character with good range, spacing, setups, and probably the best survivability in the game with the exception of Shulk. While you'll probably loose the neutral game just due to the lag on your attacks, you just have to keep in range of your foe so you can punish them should they mess up, but far enough away so you can see their approaches. Try to position yourself so your F-tilt can hit, but your opponent can't. Your grab has good range, and you have D-throw combos, so you will end up using that a lot. You are probably the most easily comboed character, so keep a more defensive play to most of the cast. However, if you are fighting a camping or hit and run character, use your follow-ups to as much as an advantage you can. Try to keep your better positioning as long as you can. Fighting any style, getting your opponent of the ledge is a strong priority, as it allows you to put forth your strongest aspect. Use your set-ups and ledge-guarding to your fullest as you are able to recover from practically anywhere. If you are fighting a character with a weak recovery, you have the best tools to expose it. A big part of being Dedede is being able to use your opponents weaknesses to your advantage, using you immense power. Always look for ways that your opponent is escaping your setups a certain way, and next time cover that option. Dedede's great strength and combos allow him to capitalize on any mistake greatly, so look intently for flaws in your opponents movements. Remember that one little opening can turn into a whole stock if played right.


7. Match-ups

:4littlemac:-Your match-up with little mac will depend greatly on whether or not the little-mac keeps an offensive play-style (your average bad for-glory little mac) or keeps his approaches few and mixed up, relying more on his amazing punish game. If he is being played offensively, try to punish his approaches with F-tilt (pretty much all you will do in the neutral) and gimp him once offstage. If not, than while you will still use these tools a lot, there are other things you should know. Hold up your shield a lot, as his grabs aren't too good, but beware his great frame data; you may want to roll away or behind instead of D-tilt if you catch a dash attack on a non-powershield. Once he gets out of combo percent, U-throw is useful for keeping him in the air, but try to get him offstage as much as possible. Gordo-sniping is an effective way against him, and if he seems to be side-specialing on the stage often, you may be able to catch him with a D-smash. When you are landing, if he likes using smashes to cover you a lot, hit him with a mid-air jump D-air to catch him off guard. Otherwise, generally empty-fall into shield. When recovering, dedede-jumping onto the stage works if they like D-smashing. If he blocks any spacing attack, generally just shield unless you hit the tip of F-tilt, then D-tilt. Gordo is useful in the neutral, but not very.


8. Competitive Players

J dawg, Big D, Vex, and El Bardo are some examples of competitive Dedede players. You can find their matches on youtube to learn about competitive-level Dedede tactics. Otherwise, you may be able to find some in a local tournament.


9. Taunting

Dedede has some of the best taunt follow-ups, and most of his moves have large knock-back, so use them graciously.
Crouching-Dedede can just couch downwards as an infinite taunt to an opponent. Use as often as possible.
Down taunt-Dedede dances while spinning in a circle. Very annoying. Spam.
Side taunt-Dedede spins his hammer in a look of psychopathic happiness. Use after a sick disrespect.
Up taunt-Dedede waves his hammer upwards. Use as a symbol of goodwill before the greatest disrespect of their lives.
Author
DRPIGY
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Latest reviews

A well written guide, giving all the tips and main focuses of Dedede while leaving room for people to experiment. Could use better paragraphing, and the addition of the constant run turn around taunt to that particular section.
Reminded me why I both win and lose because of how I play.
Never had a clue how to play dedede before this. Great guide, thanks
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