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Throwing Your Weight

Hello. Doc Monocle here with a compilation of thoughts on King Dedede. As I have said elsewhere, I am not worthy to call this a guide, but since he is my favorite character, and since Brawl has received such little attention, I thought it would be fun, and hoped it would be helpful to make a brief write up summarizing my impressions of King Dedede. I have actually tried twice to submit longer texts, but both drafts were lost, and in my frustration, I settled for this. If anything is misinformed, I welcome the feedback, as it has been years since I played, and my memories fragment easily. I hope you enjoy this, and the word 'I' has been used enough, so without further ado...

King Dedede is a super heavy character. As with most super heavy characters, he is defined, in terms of his weight class by the following:

1. High damage output/ High launch power/ High launch resistance = Does not need to land attacks as frequently in time as a lighter, weaker character under identical conditions.

2. Slow movement generally/ Lagging attacks = CANNOT land attacks as frequently in time as a lighter, faster character under identical conditions.

In terms of typical hurt-box size of a super heavy...

3. Slow movement generally/ Large size = Greater difficilty avoiding or evading attacks than a smaller character under identical conditions.

4. 1.+2.+3. = Clue 1.

[Clue 1: King Dedede, being a traditional super heavy, has the ability to be effectual in, and the constraint of adhering to playing at a slower pace than most characters.]

Consider King Dedede's jab sequence and tilts. You will note that they tend to have these basic features:

1. They are challenged in defending his massive body. With the exception of Dedede's up tilt, these attacks leave room for the opponent to rise over him and punish easily after a well-timed jump that need not be so precise spatially.

2. While they are lacking in defensive coverage, the jab sequence and tilts have decent range horizontally.

3. 1.+ 2.= Clue 2

[Clue 2: King Dedede defends himself poorly with light, grounded attacks against jumping opponents, but they are laterally effective when they are not out-ranged.]

As for Smash attacks and dash attack , note the following :

1. In contrast with his lighter, grounded attacks, Dedede's smash attacks tend to cover multiple directions more adequately, but only briefly, and they are obviously slower and more powerful.

2. There is a marked gain of lag, power, range, and ease of timing the forward smash attack compared to the other two smash attacks (assuming the move is not interrupted). It can attack through platforms with great effectiveness

3: The smash/dash attacks have decent range throughout the area of effect, so it is more difficult for the opponent, by some slight movement, to escape harm's way once they are endangered at close range by an impending attack

4. 1.+ 2. + 3. = Clue 3

[Clue 3: King Dedede's smash attacks should be used when the player seeks to 'swallow' the space around them. This is no regard for defense, or offense, as they easily function or fail as both depending on conditions of battle. Use the strong attacks to pressure an opponent whose movement options are limited.]

On to aerial moves, King Dedede has four midair jumps. We consider that with his attacks:

1. Midair jumps do not enhance his mobility or safety in any large degree due to his size and low air speed. Instead, they enable him to delay his descent to aid with setting up, coordinating, and timing his attacks on the ground or in the air .

2. His aerial attacks are mostly disjointed, they reach well (working effectively as through-platform infiltration), and connect reliably in proximity to an opponent.

3. Most of Dedede's aerial attacks struggle against opponents low to the ground and beneath him, especially when they are close enough to counter, and they are risky to use near the ground for execution time, landing lag, and hitbox placement.

4. They tend to work best when Dedede is closing the distance between him and the opponent.

5. 1.+ 2. + 3. + 4. = Clue 4.

[Clue 4: King Dedede accommodates rushing down or repelling airborn or grounded opponents with the right spacing for aerial attacks when he must ascend to reach them.]

Finally, we touch on specials:

1. They are very easily punishable if the opponent takes even the slightest moment to prepare for them. They are slow to terminate

2. They utilize inherent or passively/actively induced delay between initiation and effect. This makes them very easy to prepare for when they are extended.

3. 1. + 2. = Clue 5.

[Clue 5: Specials are best reserved for when the opponent is not at liberty to brace for them. Because of the controllable delay between initiation and termination, it is seldom a concern that they are started too early, provided they do not terminate too late. They should also be used when Dedede is under no immediate threat, imposing a double condition to maximize their effect, and collectively are there to enforce King Dedede's advantage state. They should be cancelled as soon as possible or avoided when the opponent begins to recover from a loss of momentum.]

In summary :

[Clue 1: King Dedede, being a traditional super heavy, has the ability to be effectual in, and the constraint of adhering to playing at a slower pace than most characters.]

[Clue 2: King Dedede defends himself poorly with light, grounded attacks against jumping opponents, but they are laterally effective if they are not out-ranged.]

[Clue 3: King Dedede's smash attacks should be used when the player seeks to 'swallow' the space around them. This is no regard for defense, or offense, as they easily function or fail as either, depending on conditions of battle. Use the strong attacks to pressure an opponent whose movement options are limited.]

[Clue 4: King Dedede accommodates rushing down or repelling airborn or grounded opponents with the right spacing for aerial attacks when he must ascend to reach them.]

[Clue 5: Specials are best reserved for when the opponent is not at liberty to brace for them. Because of the controllable delay between initiation and termination, it is seldom a concern that they are started too early, provided they do not terminate too late. They should also be used when Dedede is under no immediate threat, imposing a double condition to maximize their effect, and collectively are there to enforce King Dedede's advantage state. They should be cancelled as soon as possible or avoided when the opponent begins to recover from a loss of momentum.]

Clue 1 + Clue 2 + Clue 3 + Clue 4 + Clue 5 = Basic Pattern

[Basic Pattern: King Dedede specializes in spatial suppression, and prioritizes the prevention of opponents from acquiring an advantageous, relative position, which varies rapidly depending on King Dedede's current status . He is an expert at forcing the opponent to make decisions that work to their disadvantage, which he must then capitalize on. He does not take well to pressure, and generally has a very poor disadvantage state. A good example is his recovery. He boasts exceptional vertical recovery for his weight, but the importance of that depends on what he is recovering from! Was it him going off of stage to finish the opponent, or was he thrown off stage himself? This often spells the difference. Having excellent, vertical gain is a moot point if the opponent does not allow you to return! It is usually not a good idea to remain at neutral when the opponent is nearby, as once they secure momentum, it is difficult for Dedede to recover. He is not a 'raw' rush-down character either, since an opponent can often strike first with greater safety. Instead, he prefers to keep a little distance and harass the opponent with his adequately ranged and disjointed hammer attacks. All taken together, these suggest that he is most effective when taking the initiative in battle, but mostly to coax the opponent into 'stepping the inch closer to the grave.' Once the opponent is forced into retreating or acting rashly, King Dedede can afford to make greater commitments to offense. He must keep the opponent stirring, and generally thrives when the opponent loses stability. The player's effort should therefore be to manipulate the opponent into moving erratically in retreat or advance, at which point, King Dedede is able to more comfortably defend himself or attack. This is best done by using attacks close enough to threaten the opponent if they misstep, but far enough that he is out of attack range. This tactic should not be used indiscriminately, however, as should no one technique. CONTROLLED CHAOS! ]

Update 1: Waddle Dee Toss (W.D.T.)

As King Dedede's only immediately accessible projectile, Waddle Dee Toss
is a staple at medium range... or is it?...​

Consider the following:

1. W.D.T. is highly interruptible. Considering that it is not a melee attack, the delay on this move may seem worth negotiating with from a distance, by any means. I COULD NOT DISAGREE MORE! W.D.T. 's lag at the beginning, combined with Dedede's size make for an easy target in the meantime.

2. The arc and projectile travel speed of W.D.T. is such that a straight-travelling, swift projectile can exploit Dedede's animation time, possibly allowing the opponent to attack Dedede from a distance and avoid the move in quick succession.

3. Then the endlag is appreciable insofar as to add to the cumulative effect that Dedede makes himself quite vulnerable to unleash a slow-moving projectile against an opponent that may or may not be small and fast enough to capitalize on the greatly inefficient W.D.T. By "capitalize," I do not necessarily mean that punishment immediately follows. Remember how it was covered that Dedede emphasizes prevention of a disadvantage state in his gameplay. This, however, occurs easily if the opponent cramps his movement room, and this in turn is facilitated by every wasted motion on Dedede's part when the opponent is carefully aggressive, as the time spent terminating W.D.T. allows the opponent an opportunity to converge on Dedede.

4. Deflection is a property that can work against King Dedede. When the projectile strikes a shield or is attacked, it deflects off it, and depending on the angle of incidence, and Dedede's current position, this can cause the projectile to bounce toward Dedede, which in Brawl is very problematic because if Dedede is too close to a waddle dee/doo (The predominant projectile), he may throw it when the player intended to attack, causing yet more lag time. In a high pressure situation, this is a common and costly predicament, and one that should be avoided with care.

5. The waddle dee/doo ignores most reflectors. However, because there is a chance that it may not be a waddle dee/doo, it is taking a risk to use W.D.T. offensively against characters featuring reflectors, especially at close range.

6. W.D.T. does have the benefit of a lingering quality, making it useful as an obstruction, and there is a chance that, due to lag, slow travel, and trajectory, even if the opponent is not yet in attack range, they may find themselves in it at an... inconvenient time.

7. The damage caused by this move, on average, does not pay for the total cost in time.

Altogether, we may conclude that W.D.T is NOT a combat staple, but a supplement. It is inefficient, risky, and yields lack-luster returns for the chance taken. However, when King Dedede has the advantage, and is under no immediate threat, using this move may effectively help to pressure the opponent, when the player themselves are not quite ready to pursue (perhaps this is most evident when Dedede is edge-guarding). Using this move on lateral with the opponent is a liability though, as W.D.T. may work as an obstruction to the player if it deflects toward them. Rather, the opponent is most advantageously below you (such as when they are attempting to recover to the stage).
To conclude this update neatly and concisely, Waddle Dee Toss assists an advantage state, but does not consistently cause it. It is a mid-range 'additional threat,' and by itself, can cost you the neutral or advantage period when the opponent is nearing stability. This is actually a recurring theme in Dedede's arsenal of specials, which I may include in other updates.

Update 2: Super Dedede Jump

Even before Jet Hammer, Super Dedede Jump (S.D.J.)
is likely for you to be the least used special in King Dedede's arsenal for direct combat, and for obvious reasons. However, it is only fair that we scope the merrits and downfalls of the move in order to appreciate it's usefulness:

S.D.J. is comprised of the following appreciable parts:

1. A harmless ascension- As King Dedede speeds vertically through the skies; he cannot hit the opponent, is imbued with super armor that resists weaker attempts at interruption; must avoid ceilings, and threats from above in general, lest he receive punishment from the lagging landing-- the move completed or not; and can cancel S.D.J. into a helpless fall.

2. A peak- When King Dedede crests the jump, there is a brief time, during which he does not ascend, does not descend, and can cancel S.D.J. into a helpless fall.
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Author
Doc Monocle
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A very well thought out examination of King DeeDeeDee’s moveset in Brawl. I look forward to its completion <3
Doc Monocle
Doc Monocle
I am glad you think we'll of it, and thank you.
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