Yo Jay, you can love me now.
{King Dedede}
Ratio:{40:60 w/o infinite, 20:80 with it}
Secondary:{Metaknight/Falco?}
What to look out for: {DThrow, BAir, Waddle Dee camping if you don't approach, FTilt, maybe DAir}
How they will KO you: {DTilt/DSmash/USmash all out of DThrow, gimping is possible with BAir, UTilt}
Best spacing zone: {Aerial Klaw range is the best obviously. Resort to FTilt if you have to, but just don't be within his grab range for too long.}
Grab-Relase
- For damage: {Chaingrab + Klaw}
- For the KO: {DTilt, FAir}
Firebreath: {Use sparingly for mixups, if you do catch him in firebreath, go for it I guess}
Stages
- Strike: {FD, Lylat/PS1}
- Ban: {FD, Rainbow Cruise, Castle Siege/Delfino} <--I'm not sure how many stages I can list to ban so I just put all the big Dedede stages.
- Pick: {Battlefield, SV?}
Link to discussion: {...hi Jay}
Right, so Dedede. I mean, most of us Bowser players have heard the common "just pick Dedede and you win" statement, which is sorta true in its own right, when there are no rules involved. With no rules at all, you're looking at a character that can deal 70%+ damage off of one grab, or better yet, one mistake from us. One grab leads to a down-throw, which leads to one small step, which repeats itself until you reach the ledge. Not to mention that Dedede can also Down-Smash Bowser out of his Down-Throw for a kill (thank God Vex showed me this), DTilt us offstage and work the gimp magic, AND thanks to recent discovery, pivot grab us and continue the bull****, and USmash us for the kill.
Pret-ty damn daunting if you look at it like that. Certainly a 20-80 MU, the risks are just too high. I wouldn't use Bowser against him unless I was feeling ballsy. Thankfully, that's never really the case. Or for me, it isn't. Where I'm at [NY], Dededes are limited to only regrabbing if they've dashed, which reduces the number of possible grabs off of the CG.
Approach-wise, Dedede doesn't really have to do much of anything. Bowser doesn't have a projectile unfortunately, and Dedede has one. It's not anything like Falco's laser or Snake's grenades, but it's better than nothing. The Waddle Dee toss can be ps'd pretty easily, but the little things themselves are pretty irritating. The waddle dee, aka the one that only jumps around isn't really much to fret over, but the waddle doo, which shoots electric beams is annoying. If you leave either one of those two hanging around, you risk them becoming obstacles seconds down the road, or them being of greater use to Dedede, which is what you don't want. So if you have the spare time [lol] just give them a jab or a tilt or something to knock them out. I'm sure it refreshes your moves anyway. One of the other alternatives is the Gordo, which rarely comes out, but with some luck will probably be a real pain in the ***. It's basically invincible, does a lot of damage, has crazy knockback and takes a chunk out of your shield if you do happen to see it coming. It's also pretty slow so if you're grounded, you can avoid it. Its trajectory is really awkward, I can't really explain it. If you're in the air, for Christ's sake, dodge the thing if you can. If not, you'll probably die if you're at kill %s.
So yeah, Dedede has the tool to force Bowser to approach. The typical Dedede probably will probably understand this, and keep his cool knowing we'll have to move eventually. Patient D3's are the worst ones. So what now? Bowser's approaching...ok. Here's where the matchup becomes problematic: Dedede's grab range is obnoxious. There's no other adjective in the book that describes it. It's the kind of range Bowser would kill for considering his abilities, you know? And I just wrote a paragraph about what he can do out of throws and stuff like that, so I won't get into it. Even if the small step cg doesn't apply to you, everything else, like his kill moves, do.
But I think it'd be better if I start with all of his moves first. I think in this matchup as Bowser you'll need to watch out for long ranged moves such as FTilt, that not only keep you out [by you I mean Klaw] but also damage you. Dedede's FTilt is long...seriously. And it kinda outrules the thought of approaching by ground. Although, one good thing is that Bowser's forward smash actually can hit through D3's FTilt with the right positioning. I personally wouldn't be winging FSmashes left and right, but it's a nice thought. You can expect Dedede to FTilt you if you're approaching with an aerial klaw from above or from the lower ground as well.
Aside from his FTilt, you don't really have much else to worry about if you two are both on level ground. His jab is silly, and if you get hit by it, you can shrug it off and jab him back. His DTilt always gets me, because I always over and underestimate its range, but his FTilt is still a much better zoning/spacing option, so you probably won't see it if he's trying to keep you out. Dedede's UTilt can stop FF'd Klaws, which I learned the hard way. If you're above him and you see him in his shield, go for the klaw obviously, but otherwise, try to think harder about the situation. His UTilt comes out deceptively fast, has quite a bit of range and power. Although, if you are stuck in the air with nowhere to go, your best bet (and this is usually the case in most, if not all of Bowser's MUs) is Klaw. Klawhopping around Dedede is a bad idea in general, because once you're above him, he can just UTilt you and put an end to that.
Aerials are a different story, because all of them can be pretty useful for Dedede. And Bowser just gets ***** in the air...Honestly, if you're thinking about fighting him in the air, just don't. Because all we have is FAir and Klaw, and he has all of his aerials. A positive thing for us is that his air speed is atrocious, so if you find ways to abuse that while you two are both onstage, go for it. The main aerials you'll probably end up having to fend off against will be BAir and DAir. BAir because it's Dedede, and DAir because you're Bowser. Bowser's large, which means a FHDAir will certainly hit you if you're not shielding it. If you are shielding it though, and do happen to shield all of the hits, go for a UTilt before the Dedede goes for another move, or NAir OoS to get him out of your space. With BAir, it'll hit you if it's short hopped, full hopped or whatever. It has good range, a long hit-period, and pretty much matches our FAir. His BAir will also be his main gimping tool when we're offstage, maybe with a little help from his FAir, but it's a very good move nonetheless. Dedede can fit BAirs inbetween our missed klaws, so be careful with when, where and how you use klaw, which is kinda the main theme of this write-up. His FAir is slightly slower than his BAir because he takes a swing with his hammer instead. The hitbox on the move is kinda like a uppercut/C, and when fast-falled like it usually will be when Dedede's edgeguarding us, it's kinda difficult to avoid. If you're grounded, FAir isn't something you should be TOO afraid of being hit by, but it's possible. And I'm willing to bet that his FAir will be fresher than his BAir, and it does have some decent KO power. Just be careful. Dedede's UAir is easy to SDI out of, but it can juggle us because of our ****ty blindspot. NAir is a really...odd aerial, but still pretty good. It comes out quick, doesn't have too much lag, and is good in terms of juggling too. At low percents, if you're hit by an NAir, you can expect a UTilt to follow that, but if a Dedede NAirs into your shield...you should Up-B. lol
Now, going from onstage to offstage, this MU becomes kinda difficult for us when we're the ones trying to get back. If we're offstage, it can be kinda problematic depending on how we recover. Dedede has a lot of options/ways to keep us from reaching the ledge, such as Waddle Dee tossing, FAir/BAir walling or D3Ciding. Recovering low isn't exactly the best option, but recovering high is ******** if you're forced to use your Up-B. If not, and you can reach the stage with only using your second jump, it's fine, because you can klaw away or airdodge to the ground. Up-B'ing from uphigh is generally a bad idea due to Bowser's landing lag, and it's even worse in this instance because Dedede can wait until you land and CG you to the other end of the stage and repeat the process. Unfortunately, Dedede has terrible air-speed, but he has multiple jumps, so he can wait out near the ledge/offstage and react to Bowser's recovery. He can either bait a high recovery, and do what I said earlier, or bait the low recovery and keep you off with BAirs or FAirs. It's really bad, although granted if you DI up most of the times, you won't have much of an issue, because more often than not you'll be brought to the ledge via chaingrab than anything else. D3 can finish with a DTilt, or an FThrow if he wants to, but DI'ing up like I said will save you the recovery issue most of the time, and you can just BBomb to the ledge or whatever.
Now being ON the ledge is meh. Bowser's somewhat predictable ledge-wise post 100% damage, because our getup options become even slower. What that means is that getting up from the ledge vs Dedede is a pain in the ***. Dedede's DTilt is really good for ledgetrapping, and limits our options to simply jumping or just planking with fortress. DTilt also prevents any further hanging on the ledge after your invincibility frames have worn off. DTilt is just...terrible for us regarding the ledge. The only way around it is jumping, and our jump is a pretty good option if we're not past 100%. Once we are, the jump becomes telegraphed and it can be intercepted with a UTilt.
On a more general note, certain aspects about Dedede are worth taking into account. He's just as large as Bowser is, which means his shield as as big as ours. Although, a shield is a shield; it can be poked, and thankfully for Bowser, it can be klawed through. Don't fear Dedede's shield, because the most he can do out of it is grab, which shouldnt be a problem if you're AERIAL KLAWING.
I kinda covered D3's main kill moves and what you should be expecting to be losing your stock to, but his KO power itself is also worth noting. He has a number of moves that can kill you, and easily too if you're not careful. His FSmash, although slow, can catch you if you're being a ******* and not on your toes. You shouldn't expect a Dedede to use his Jet Hammer (vB) but if you do come across that oddity, don't be stupid; do something and intercept it.
Continuing what I said earlier, your success in this MU really does depend on how you use Klaw. With Bowser on the approach, we should mainly be using Aerial Klaw to build up most of the damage. Dedede's will probably try to get you with a shieldgrab, so what better way to deal with their shield than with our best/safest move we have. If you're not feeling klaw-happy, or confident with that move, you can try to keep him out of your face with FTilts/Jabbing like hell. At the right distance, FTilt can prove to be really helpful with keeping out of his grab range but still poking his own shield and seeing how the Dedede reacts.
We have our usual ****, Up-B OoS if you block a move, but don't get too happy with it, because it is possible to get grabbed. Don't forget the grabbing penalty.
Now for grab releasing, we do have a number of things we can do to Dedede. On the ground release, we can regrab him easily, FTilt, Jab, or Klaw. Depending on the distance, I think it's also possible that you can DTilt. I've DTilted a D3 in a match before, but I don't think it's a consistent thing. On the air release, you can FAir, I'm not sure about regrabbing though. The whole situation of getting a grab is very very hazy though, because if you MISS the grab, you risk getting grabbed yourself, which sucks. The risk-reward system on that Z button isn't really at it's prettiest in this MU, but if you see the opportunity to grab, go for it. Be even more careful if you happen to dash-grab because there's more lag on that than the standing grab.
KO'ing is never a problem for Bowser because most of his moves have absurd killing power, and you'll probably be using all of them in this MU. When Dedede is recovering, this is when Bowser shines. You, as Bowser, should be trying to deal as much damage as possible (I repeat, as much damage as possible) when Dedede is offstage. Edgeguard him, keep him offstage, force him to use his UpB. You'll love it, trust me. Dedede's air speed is atrocious, like I said before, and with your aerials, you can elongate the distance between the stage/ledge and himself. If you find yourself in this situation, your main killing moves will probably be BAir and UAir. I think I've fallen in love with BAir as an offstage killing move, because its range is killer and it also has a weakbox. It's an amazing move, seriously. And UAir catches people by surprise, frame traps, it does all the works. Turn all of this, and use it to your advantage when he's offstage. Obviously if you're facing a competent player, they'll fight back with D3's own aerials, but yeah. (Mental blank go) Oh, if Dedede's forced to Up-B, intercept with a UAir, USmash, or PS his landing and go for the grab release to get him offstage again and repeat the process.
See? Dedede's just like a mirror version of us if you think about it. We can do the same things to him, only that his grab range is ********.
And uh, I didn't create a paragraph simply for D3's grab..or I can't remember, but one cool thing as well is you can FSmash and dodge Dedede's grab and damage him at the same time. Like I said regarding FTilt, don't flail that **** around too often or you'll just be hurting yourself.
To sum it up, of course Bowser has some strengths over Dedede, but D3's grab range, chaingrab, somewhat superior aerial game and equal offstage/edgeguarding game kinda outweighs our own stuff, and puts us at a disadvantage. 40:60 is perfect IMO, and this is regarding if the infinite is illegal. If it is legal, why would you be choosing Bowser in the first place?
Stages:
Striking Neutrals (Dedede+):
Personally I'd strike FD first, then whatever odd neutral you have on your stage list, aka Lylat/PS1 or whatever.
-Final Destination: Obviously a Dedede+ stage. Why? Think about it: It's just a large platform. There's nothing between Bowser and Dedede but a long distance, which makes it easier for him to camp and chaingrab you with. I just wouldn't bother going here for the first match. Strike it if you can.
-Lylat Cruise: Same as FD, except you have three higher platforms, which you can platform cancel on as well!! However, the platforms are really small, and'll probably get in your way more than help you. I'm serious, you have a better chance of dealing with Dedede on BF/SV/YI than on Lylat. One thing to note is how the stage shifts from left to right. Its angling may help/hurt you depending on where you are on the stage. For example, I know with some characters, that angling gives them just enough space to pull out a move before D3 can reach for the grab again. Although, I doubt that's the case for Bowser since he's large as ****. Oh well. Strike this.
-Pokemon Stadium 1: I knock this stage a lot because I just don't like it as a neutral. I'll try to discard personal reasons out of this, but it's in the same degree as Lylat with those platforms. You have two, with a bit of distance between them, but the platforms are really small so they don't really do much for you. Platform camping is a bit easier here than it is on Lylat, and you can fish for klaws from above if you'd like. However, that's only on the first transformation, aka the NEUTRAL one. When PS1 transforms, which happens often, it just becomes a ***** of a stage. Here's the breakdown::
Fire: This is the one with the burned house or w/e the hell it is. On the left side, you have about 2 areas that Dedede can wall infinite you on, and I think this is legal. So do your best to avoid that area. But hey, look on the bright side. On the right, you also have another area where you can be CG'd -> wall infinited on. If I were you, I'd just run away/plank until it reverts back to neutral again. You as Bowser have your grabs as well, you can grab release -> regrab to the wall and just continue with your wall infinite if you'd like. Massive props if you do get that though.
Water: The windmill one...that's really it. It kinda explains itself. The windmill is on the left, and Bowser's too big to cross under it when it's completely blocking you. I'm pretty sure D3 can pull some mini wall infinite off of that if you do happen to get grabbed there. On the right, you have 3 (I think?) small platforms that ascend higher. They don't really do too much for you, but if you get Dedede trapped on there, take advantage of it with klaws/utilt/smash. You know. Personally on this transformation I would just wait it out behind the windmill, because Dedede's also large and it'll take him some time to get to you. Or you could always plank.
Grass: The one with the little treehouse sort of thing. The ground is level enough where Dedede can chaingrab you across. Be careful. There's nothing really stopping him except a few lumps on the ground here and there. You have 2/3 platforms that are stacked right above each other, so wait it out there if you'd like. If you get Dedede on one of them, treat it like any other platform. S/FHKlaw, UTilt/Smash, you know.
Rock: The one with the big *** mountain. I would AVOID any contact on this stage because anywhere you are just asks for wall infinites. That's all that needs to be said.
I'd just strike this damn stage altogether. I don't like it at all when facing Dedede. There are more/better CPs that'll be on a Dedede's mind, so you usually shouldn't worry about being brought here for his CP.
Leftover Neutrals/Ones the Dedede may strike (Dedede-):
-Battlefield: Probably your best bet as a neutral. 3 well spaced platforms that allow for maximum klawhop/drop usage. And it's easy as hell to platform camp here. Go for it. The stage isn't as long as FD so the chaingrabbing isn't that bad, and the platforms give you multiple options for recovery. If you catch Dedede on a platform, react accordingly, apply pressure or just klaw and get it over with. If you're on a platform, just get off, I'd recommend jumping if you're on the two lower platforms because moving off will just risk yourself at getting grabbed. All around our best neutral in this instance, and will probably be his first strike, so don't count on going here for game 1.
-Smashville: Personally my favorite stage, I like it more than BF simply because of the moving platform and more maneuverability on this stage for me. You can platform camp here, and do the infamous platform cancel (it's kinda useless here unless you can platform cancel and grab the Dedede that's standing on the platform, and then grab release **** or something./theorycraft) The chaingrabbing penalty is slightly higher here, and the moving platform may not be where you want it to be when you're trying to recover, but it gives you many options. Remember that you can restore your jumps with klawhop/dropping. There's a small chance that you'll either be brought here if your opponent is lazy and just asks to agree to SV or something. I doubt anyone would strike this, but it's very possible, so don't count on it.
-Yoshi's Island: Another neutral I kinda hate but really should get used to. There's a little dip in the middle of the platform, but because you're Bowser that doesn't really mean anything in terms of escaping the grab. And we're not DK so we don't get SA frames from doing some fancy up-b ****. sigh...we miss out on a lot of things by playing Bowser. Oh well. ANYWAY, there's a large platform that pulls a Lylat cruise during the game. It changes its angle for absolutely no reason, and that can also help or hurt you depending on your situations. It's possible to plat-cancel on the platform when it's at a certain height as well.
Counterpicks (Dedede+ because I don't know any good Bowser CPs besides BF and I usually go to SV)
As a little prelude, I would ban RC/Delfino against a Dedede. I'll go into detail about those 2 and maybe Pictochat. There may be a small chance that the D3 may take you to Brinstar, but I doubt that. Some other viable choices are PS1, Picto and Frigate.
-Rainbow Cruise: ****ty stage for Bowser. In the beginning, there's an area where Dedede can wall infinite you. At first, it may seem like an odd option to be brought here by someone who's not Metaknight, but think about it: He has multiple jumps, and although his air speed sucks, he can last longer than you, and he can chaingrab you across things and put you in ****ty predicaments. There's also a part where he can CG you for the kill (I think it's in the last area before you go back to the ship again). I'm not sure what I would ban between this and Delfino, but I'd certainly go MK or something.
-Delfino: A BIG Dedede CP Stage in this instance. BE EXTREMELY CAREFUL HERE, ESPECIALLY ON CERTAIN TRANSFORMATIONS. I think there are three where he can just CG you to the blast zone and kill you. In this situation I would run away like hell, or plank if you can. Your best bet at getting damage on him is dealing with him on the normal Delfino transformation, or attacking him when there's no danger of being infinited or killed, which is only on one transformation other than the normal one. If you're stuck on this stage, good luck. It's doable, certainly, but extremely difficult.
-Pictochat: The stage, without any stuff added to it, is very long. Very long. If you get grabbed at one end, expect to get DThrowed to the other. When the other crap is added to it, Dedede can get wall infinites (ie, spike wall, the mouth, the whale, the boat/ship), throws into it (ie the fire, the moving car or the missiles)...it's just pretty bad. Another stage where we're not DK so we don't get SA frames off of the upb. I wouldn't ban this over RC or Delfino, but it's certainly an option for Dedede.
[Dedede FINISHED. project still in progress]