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allshort17
interesting list, not sure I 100% agree with it though but you've probably had more experience with Dedede so far.
My initial impressions are:
Jab: buff; Brawl's was slow (12 frames or something? ludicrous for a jab), didn't string into itself well and wasn't rewarding on hit unless you cancelled jab2 into a grab. Jab now does 17% if all hits connect (which I've found it to do pretty well except against characters like Jigglypuff), kills well (I killed a Pikachu off the top of FD at 110% lol) and is much quicker and safer than before. Love it now.
Ftilt: buff; more damage (9% compared to 6%) and more knockback make this move better imo, I think it might be a bit laggier but don't quote me on that lol. My first choice for punishing oos at the moment.
Fsmash: buff; because it feels a bit faster and doesn't seem to have changed otherwise. Still not a move I'd use much.
Dtilt: I feel it's been nerfed, range and speed are the same as before but the way he throws his whole body out there makes it seem less safe, but it does have a bigger vertical hitbox and might be a little more rewarding on hit... maybe neutral.
Dsmash: buff; seems faster and a bit more powerful. But horizontal killers are a bit less reliable compared to vertical killers; it can change a lot depending on whether you catch them right at the ledge or on the opposite side of the stage lol.
Utilt: nerf; speed and range are still fine, they just took away all of the ludicrous kill power.
Usmash: buff; a good bit faster and more powerful. Never purposefully used this in Brawl but it's actually pretty nice now.
Dash attack: I was going to say neutral because it seemed the same, but if it does have super armour (which I haven't experienced yet) then it would have to be buffed.
Grab: nerf, goodbye ridiculous range.
Fthrow: probably nerf; does less damage.
Bthrow: neutral; less damage but kills solidly now (as in like before 200%)
uthrow: neutral, I still don't use it lol
dthrow: nerf, lol
Nair: buff; weak nair strings a bit better now and strong nair is a very solid kill move.
Fair: when I first played the game I thought they nerfed it lol, but after playing it some more it is decently fast and strings well; I have to say it's not as powerful as I'd like though. And I did quite like Brawl fair. But overall a small buff.
Bair: NERF
Uair: buff; kills better and is harder to escape without any noticeable downsides except less damage.
Dair: nerf; slow. Rewarding on hit, but slow.
Inhale: now when we try to suicide on last stock we die first which I'm pretty bummed about. In my region we played the last few months of brawl using a one-stock ruleset and this move made me feel I always had a chance of pulling off a comeback, no matter how far down i was lol. even when both players aren't on their last stock, i think characters with good vertical recovery might still be able to recover from dededecide? i have no idea though.
anyway, other than dededecide nerf this is still the same as before but overall nerf.
Gordo Throw: this is a very powerful tool, the upwards toss is a great spacing tool. When the game first came out I made the mistake of trying to spam these at distance; the two people I played with hit them right back at me with either dash attack (Mac) or Egg Toss (Yoshi). Since then I'm a lot more careful with these.
Waddles did have their advantages. Being able to block projectiles such as Diddy's bananas. Having two out at once, and not failing when you tried to have more (old ones would just disappear). Brawl Gordos were much more powerful. You could refresh moves on waddles (lol). But overall Gordo Throw is a much more useful tool.
Super Dedede Jump: BUFF. HOLY COW IT SWEETSPOTS EDGES NOW. I never would've lost a brawl tournament if i had this up-b and jab lol.
Jet Hammer: neutral; you can't polish a turd.
And my take on customs, since it seems like my scene plans to use them in tournaments:
Dedede Storm (neutral 2): an interesting choice but I think the grab box on Inhale is too good to pass up.
Taste Test (neutral 3): probably by preferred option; with dededecide dead the only real use for standard inhale would be to turn around and spit them at the ledge. But I prefer the increased damage and (I think) quicker start-up/less lag from this one.
Topspin Gordo (side 2): probably functions more like a spam projectile than a zoning projectile. Also does less damage than the standard. Haven't tried this against real people though.
Bouncing Gordo (side 3): I think the arc might be a bit big to be of real use. Also weaker than the other two. But once again, haven't used this in PvP.
Rising Dedede (up 2): now that up-B sweetspots the ledge I find myself not needing the downwards attack anymore. Therefore having an upwards attack seems great, since this move doesn't lose out on any of the speed or range of the standard one.
Quick Dedede Jump (up 3): lose some distance and power for extra speed; also seems like a fine option but i prefer #2.
Armoured Jet Hammer (down 2): does less damage but has super armour... meh
Dash Jet Hammer (down 3): lunges forwards when he hits them ... meh. Probably a bit more useful but still wouldn't use it.
As for the character as a whole, he feels pretty mid-tier-ish to me so far. But time will tell.