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Data King Dedede's Frame Data

Ripple

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Images compiled and edited by GuruKid.
Created using BrawlBox and PSA (Project Smash Attacks). Credit goes to Kryal/BlackJax96 for BrawlBox and Phantom Wings/Dantarion for PSA.
All GIF's are approximately 1/3 game speed.

Terminology:
- IASA (Interruptible As Soon As): Also known as First Actionable Frame. Allows you to interrupt the current move with an attack, jump, dash, turn, crouch, or shield on the IASA frame.
- Intangibility: Similar to invulnerability, however with intangibility the game does not register any connecting hits at all, causing no hitlag on either character's end.
- FF: Fastfall.
- Auto-Cancel: The period of a aerial in which you undergo normal lag upon landing as if you landed from a regular jump.

Reading the GIF's:
- Yellow circles and ovals on Dedede represent the character's Hurtboxes. If an opponent's hitboxes make contact with these hurtboxes, Dedede takes the hit.
- Red circles represent Dedede's hitboxes. Bold lines within these circles indicate the direction the hitbox sends the opponent. A star within the circle indicates the move has the Sakurai Angle.
- Purple circles represent grabboxes.
- Grey circles with cyan outlines represent windboxes.
- Due to BrawlBox's limitations with model changes and article display, some moves may show certain parts correctly. In Dedede's case this is evident with the Specials; Hammer Jet model does not change, Waddle Dees are not shown, Swallow's Wind is not visible, and DownB's stars cannot be shown. The hitboxes present are accurate, however.
- Animations in BrawlBox do not show interpolation (drag) of hitboxes, so the hitboxes do not stretch in these GIF's. They do indeed drag in Brawl, however (and thus in P:M); simply refer to the previous frame's hitbox to get a more accurate idea of how any specific frame's hitbox drags.

Lastly, though I've tried my utmost best in being as accurate as possible, please feel free to point out any discrepancies you may find or suggestions to improve the thread.


Jab 1


Total: 33
Hit: 9-11
IASA: 22
Window for Jab 2: 3





Jab 2


Total: 30
Hit: 9-10
IASA: 21
Window for Jab 3: 2

Jab 2 hitbox from Jab 1: 25


Jab 3


Minimum Duration: 60
Hit: 7, 10, 13, 16, 19, 22, 25, 28, 31, etc (2 frames between each hit)


Dash Attack


Medium Armor: 8-29
Hit: 26-35
IASA: 67



Forward Tilt


Hit: 12-22
IASA: 43


Up Tilt


Head Intangibility: 7-8
Hit: 7-17
IASA: 34


Down Tilt


IASA: 35
Strong hit: 7-9
Weak hit: 10-18


Forward Smash


Charge Frame: 36
Hit: 42-50
IASA: 82


Up Smash


Charge Frame: 9
Hit: 17-23
IASA: 54


Down Smash



Total: 57
Charge Frame: 9
Hit: 14-17 (strong), 18-23 weak
IASA: 47


Quote:
Neutral Air


Hit: 7-8 (strong), 9-29 weak
Auto Cancel: <3 34>
Landlag: 22
L-canceled Lag: 11
IASA: 38


Forward Air


Hit: 13-18
Auto Cancel: <5 41>
Landlag: 32
L-canceled Lag: 16
IASA: 40


Back Air


IASA: 33
Hit: 6-21
Auto Cancel: <5 25>
Landlag: 22
L-canceled Lag: 11


Up Air


Hit: 10-13 (strong), 14-24 (weak)
IASA: 45
Auto Cancel: <5 41>
Landlag: 20
L-canceled Lag: 10


Down Air



Hits: 9-10, 12-13, 15-16, 18-19, 21-22, 24-25, 27-28
Auto Cancel: <7 39>
Landlag: 20
L-canceled Lag: 10
IASA: 38



Neutral B: Swallow


Minimum Duration: 77
Initial big Swallow Grabbox: 17-19
Windbox Starts: 20
Minimum Suck Time: 40
Sucking Stops Immediately After Release if held longer that the 40 frames


Side B: Waddle Toss

Waddle Dee/Doo/Gordo Hitbox Emerges: 18
Grounded toss IASA: 63
IASA from grounded Waddle Dashing: 21
IASA from aerial waddle dashing: 30

Odds of getting certain Waddles (Items off)

Waddle Dee 71.4%
Waddle Doo 20.4%
Gordo 8.2%


Up B: Super Dedede Jump



(UpB landing star hitboxes not shown due to Brawlbox limitations)
Minimum Aerial Duration: 31 (frame 32 onwards you can cancel the move by pressing down on the control stick)
Aerial Hit: 74 onwards (until landing)
Feet Hurtbox Invincibility: 55 onwards (until landing)
Landing Total Duration: 60
Landing Hit: 3-4
Stars Emerge: 5


Down B: Jet Hammer

Startup: 2-7 (Depending on "B" Button release)
Max Charge Time: 118


Uncharged/Partially Charged



Hit: 9-11
IASA: 57


Fully Charged



Hit: 9-33
IASA: 70



Grab


Total: 30
Grab: 7-8


Dash Grab

Total: 39
Grab: 9-10


Pivot Grab

Total: 35
Grab: 9-10


Roll (Forwards)
Total: 34
Intangibility: 4-19
IASA: 33


Roll (Backwards)
Total: 35
Intangibility: 4-19
IASA: 33

Spot Dodge
IASA: 31
Intangibility: 2-20


Air Dodge
Total: 49
Intangibility: 4-29


First Jump (Full Hop)
Airborne On: 7
Air Time: 53
Earliest FF: 36
FF Air Time: 38



First Jump (Short Hop)
Airborne On: 7
Air Time: 32
Earliest FF: 25
FF Air Time: 27



Midair Jumps
Earliest FF for 2nd Jump: 26
Earliest FF for 3rd Jump: 24
Earliest FF for 4th Jump: 23
Frames Between Each Jump: 24



Ledge Grab
Intangibility: 1-20



Ledge Stand (<100%)
Total: 34
Intangibility: 1-30



Ledge Stand (>100%)
Total: 59
Intangibility: 1-55
Ledge Occupancy: 1-44



Ledge Roll (<100%)
Total: 49
Intangibility: 1-33
Ledge Occupancy: 1-40



Ledge Roll (>100%)
Total: 79
Intangibility: 1-64
Ledge Occupancy: 1-54



Ledge Attack (<100%)
Total: 55
Intangibility: 1-22
Hit: 24-26
Ledge Occupancy: 1-42


Ledge Attack (>100%)
Total: 69
Intangibility: 1-51
Hit: 47-51
Ledge Occupancy: 1-51


Ledge Jump (<100%)
Total: 39
Intangibility: 1-15
Earliest FF: 40
Ledge Occupancy: 1-15


Ledge Jump (>100%)
Total: 49
Intangibility: 1-19
Earliest FF: 48
Ledge Occupancy: 1-19



Miscellaneous
Landing Lag: 6
Dash Becomes Run: 12
Run Turnaround: 30
B-Reversal: 5 (must be holding stick in opposite direction by frame 4)
 
Last edited:

Strong Badam

Super Elite
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Have you not updated this for 2.6/3.0? Some of this info isn't correct anymore.
 

Ripple

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I copied what was on smashmods. I was going to look through everything later. although I don't know how to find the total number of frames for moves.

unless you can just give me all his frame data easily or correct it easily
 

Strong Badam

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Total frames can be found in BrawlBox (displayed frames - 1).
Just off-hand, all I know is that Dair's hitboxes refresh more often since 2.5, Fair's hitboxes were changed slightly, and Dash Attack armor is now KB-based rather than damage-based. He also has armor on grounded Up-B now.
 

standardtoaster

Tubacabra
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when finding the total animation length you also need to make sure to account for frame speed mods on the move. I know there is a 1.5x frame speed mod on SpecialHiTurnF/L.
 

Ripple

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don't worry, I'll get to fixing this later today.

although certain things are really confusing me, like apparently all hitboxes come out 1 frame after it says they come out (e.g. async timer of 1 means frame 2), and certain things like his f-smash, say they come out frame 7 but that's essentially fox's up smash speed and can''t be correct. and there's nothing else before it so I don't know where to read a frame speed modifier
 

Ripple

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updated? some things are probably still wrong but not by that much

when finding the total animation length you also need to make sure to account for frame speed mods on the move. I know there is a 1.5x frame speed mod on SpecialHiTurnF/L.
where do I find these/how do I read them?
 

Ripple

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They're in PSA labeled as Frame Speed Modifier.
DDD can't be opened in normal PSA. in no case using PSAMod have I seen Frame speed modifier

the only thing I could see as that is something that says 0B0002000; 0-2, 0-1
 

MonkUnit

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don't worry, I'll get to fixing this later today.

although certain things are really confusing me, like apparently all hitboxes come out 1 frame after it says they come out (e.g. async timer of 1 means frame 2), and certain things like his f-smash, say they come out frame 7 but that's essentially fox's up smash speed and can''t be correct. and there's nothing else before it so I don't know where to read a frame speed modifier
It sounds like you're not taking the smash's startup animation into consideration. There are startup animations for each smash and you need to add the length of the startup (total length in bbox -1) and then add that to your smash data to get the correct frame timings of when the hitboxes and stuff are active.
 

TheGravyTrain

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So he can still regrab indefinitely until you reach a ledge/platform or you mess up because of there DI? I was watching some of your videos and you were getting the same follow ups at high percents, so I wanted to make sure it was that it was the same as brawl and not bad DI.
 

Ripple

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people I play have terrible DI. If people actually tried something other than away or in they wouldn't get regrabbed or possibly even faired.

if people are getting out of your d-throw regrabs or whatever, don't assume youre doing something wrong, assume they are doing the right thing. once you realize this DDD becomes a tech chase character and throw mix up character
 

Key Chain

Smash Cadet
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I have a question. Is the Down Smash really as fast as his Down Tilt (7 frame start up) or do I need to take into account the 9 'Charge Frames'? im not really sure how to read the frames on the smash attacks because Charge Frames confuse me.
 

Ripple

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charge frames should be added if you don't charge the smash. I just forgot to edit down and up.

d smash actually comes out 16.

charge frames are just the number of frames you have to charge a smash attack before itll just go even if you hold A
 
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