williamsga555
Smash Journeyman
I feel both coins of the low-tier = interesting debate, genuinely. It makes for a pretty interesting dynamic and a lot of frustrating introspection.
On the one hand, I think Dedede's kit is very interesting, but undertuned. I've said before, but I think that Gordos are arguably the most interesting move in the entire game (shoutouts to Bonus Fruit as well). The prospect of playing as a stage control-centric super-tank with an intricate projectile is amazing to me. Ticks all the right boxes.
On the other hand, it does get frustrating to know that a simple counterpick (or full-on main switch, honestly) would make things so much easier all around. The number of times I'm incapable of punishing something because Dedede just doesn't have the mobility or frame data to manage it is taxing. There have been a few instances where I feel like asking "When do I get a turn to play the game?" because I find myself unable to get anything started. Those moments can really make you feel like you're wasting your time (and potentially talents!) through a stubborn refusal to give yourself a better chance to win.
Really, I think the main draw to keep with Dedede is that being so limited forces me to break bad habits and think creatively to even stand a chance. I know, I know, having more viable moves by definition allows for more flexible and creative play, but my mindset just won't allow me to do that. "Necessity breeds invention" is a very real adage, and it's what I'm plagued with. If given a character with reliable or "easy" tools to win with, I know for a fact I'm going to devolve into always choosing those options. They may be good options, but predictability is almost always punishable.
Kind of makes me think that this mental roadblock is a pretty hefty divider between good/great players and merely decent ones (like myself): the ability to tap into creative play even when you could get away without it.
On the one hand, I think Dedede's kit is very interesting, but undertuned. I've said before, but I think that Gordos are arguably the most interesting move in the entire game (shoutouts to Bonus Fruit as well). The prospect of playing as a stage control-centric super-tank with an intricate projectile is amazing to me. Ticks all the right boxes.
On the other hand, it does get frustrating to know that a simple counterpick (or full-on main switch, honestly) would make things so much easier all around. The number of times I'm incapable of punishing something because Dedede just doesn't have the mobility or frame data to manage it is taxing. There have been a few instances where I feel like asking "When do I get a turn to play the game?" because I find myself unable to get anything started. Those moments can really make you feel like you're wasting your time (and potentially talents!) through a stubborn refusal to give yourself a better chance to win.
Really, I think the main draw to keep with Dedede is that being so limited forces me to break bad habits and think creatively to even stand a chance. I know, I know, having more viable moves by definition allows for more flexible and creative play, but my mindset just won't allow me to do that. "Necessity breeds invention" is a very real adage, and it's what I'm plagued with. If given a character with reliable or "easy" tools to win with, I know for a fact I'm going to devolve into always choosing those options. They may be good options, but predictability is almost always punishable.
Kind of makes me think that this mental roadblock is a pretty hefty divider between good/great players and merely decent ones (like myself): the ability to tap into creative play even when you could get away without it.