bobson
Smash Lord
- Joined
- Jul 28, 2008
- Messages
- 1,674
Now, we all know about King Dedede's standing infinites—or at least we should—, but there've been a lot of misconceptions flying around about them that I'd like to clear up here.
King Dedede has standing dthrow infinites on Mario, Luigi, Samus, Donkey Kong, Wolf, and himself. He doesn't have a true infinite on Bowser (unless there's a wall), but he does have a smallstep chaingrab on him that can turn into a 0-death depending on where on the stage Bowser gets grabbed. Of all of these, Donkey Kong's and Bowser's are the only largely disastrous ones. His infinite on himself is a ledge infinite and can only happen when both parties can use it, his infinite on Wolf requires Wolf to be in a specific spot between the stage and the ledge that's very hard to catch him on purposely in the middle of a match, and his infinites on Mario, Luigi and Samus stale and should never be 0-deaths or even 50-deaths for reasons I'll outline here.
The staling infinites work like this: Dedede can regrab his target out of hitstun without moving until five dthrows are in the beginning of the stale moves queue. After this, he has to throw a pummel in between every dthrow in order to keep the infinite going. This is where we break him. King Dedede has a slow-ass pummel.
As you know, mashing buttons on the controller will reduce the time you can be held in a grab. Dedede's pummel is a lengthy 29 frames, which gives us about half a second in which to mash buttons like a maniac to try to get out of the grab. This can do far more damage than it seems. At absolutely optimal levels of button mashing, we can break out of Dedede's infinite until a prodigious 653%.
Granted, humans aren't anywhere near capable of optimal button mashing. But because the physical threshold is so high, the human threshold is still within manageable enough percents (it's probably around 200%) that this shouldn't ever be killing you early. I can break out consistently around 80-90%. Reflex has done it at 114% (2:51) and higher on several occasions.
The technique I use is spinning the control stick with my left thumb while moving my right thumb over A, B, X and Y and hitting L, R and Z with my index and middle fingers. If your hands are big enough, you can also nudge the c-stick with the base of your thumb while you're doing this.
A smart Dedede will know you can break out of it and avoid using it, which will probably result in him using the first five standing dthrows and segueing into a chaingrab across the stage (and yes, Luigi can be chaingrabbed) into a followup. This usually ends up with you taking ~50% from a single grab and is still a pain in the ass, but it's beatable. Don't go into this matchup anymore thinking you'll be inevitably 0-deathed into hell.
Stick it to the penguin. And every time you do, say a prayer for those poor, poor DK mains.
King Dedede has standing dthrow infinites on Mario, Luigi, Samus, Donkey Kong, Wolf, and himself. He doesn't have a true infinite on Bowser (unless there's a wall), but he does have a smallstep chaingrab on him that can turn into a 0-death depending on where on the stage Bowser gets grabbed. Of all of these, Donkey Kong's and Bowser's are the only largely disastrous ones. His infinite on himself is a ledge infinite and can only happen when both parties can use it, his infinite on Wolf requires Wolf to be in a specific spot between the stage and the ledge that's very hard to catch him on purposely in the middle of a match, and his infinites on Mario, Luigi and Samus stale and should never be 0-deaths or even 50-deaths for reasons I'll outline here.
The staling infinites work like this: Dedede can regrab his target out of hitstun without moving until five dthrows are in the beginning of the stale moves queue. After this, he has to throw a pummel in between every dthrow in order to keep the infinite going. This is where we break him. King Dedede has a slow-ass pummel.
As you know, mashing buttons on the controller will reduce the time you can be held in a grab. Dedede's pummel is a lengthy 29 frames, which gives us about half a second in which to mash buttons like a maniac to try to get out of the grab. This can do far more damage than it seems. At absolutely optimal levels of button mashing, we can break out of Dedede's infinite until a prodigious 653%.
Granted, humans aren't anywhere near capable of optimal button mashing. But because the physical threshold is so high, the human threshold is still within manageable enough percents (it's probably around 200%) that this shouldn't ever be killing you early. I can break out consistently around 80-90%. Reflex has done it at 114% (2:51) and higher on several occasions.
The technique I use is spinning the control stick with my left thumb while moving my right thumb over A, B, X and Y and hitting L, R and Z with my index and middle fingers. If your hands are big enough, you can also nudge the c-stick with the base of your thumb while you're doing this.
A smart Dedede will know you can break out of it and avoid using it, which will probably result in him using the first five standing dthrows and segueing into a chaingrab across the stage (and yes, Luigi can be chaingrabbed) into a followup. This usually ends up with you taking ~50% from a single grab and is still a pain in the ass, but it's beatable. Don't go into this matchup anymore thinking you'll be inevitably 0-deathed into hell.
Stick it to the penguin. And every time you do, say a prayer for those poor, poor DK mains.