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This is from the matchup thread in the Dedede forum. It seems to me that the Dededes don't seem to be fazed by their slow attacks, and usually won't use them against a small, quick character like Kirby. However, they also don't know about Final Cutter.The King vs. Everyone Else Guide said:Kirby: Kirby can grab you, forward throw, uptilt as he falls, grab you again, then use a variety of finishers to put you at high percentage from 0%. The main issue is that Kirby has little range compared to you, and has to guess how you will move and use multiple Bairs in most other situations. Not only can you do the same, but you also have a projectile. Do not get tircked into Kirby's Wall of Pain strategy, and use your pokes to make it even harder to get close. If kirby gets you off the edge, he can keep you off with bairs, but you can do the same to him too.
Well let's see. It's called a weekly character review. I'm thinking one character per month sounds good?When are we going to discuss the next character I propose we talk about Wolf.
After reading that post again, and the new input from our community and the Dedede community, I think a revised rating of 55-45 covers the matchup pretty well.Kirby vs. Dedede
This match-up is very close to even, but if anyone has the advantage I would wager it would be Kirby.
Dedede
Advantages: Good Reach, Heavy Weight.
Disadvantages: Slow Air Speed, Slow Ground Speed, Slow Attacks, Large Size
Kirby
Advantages: Small Size, Strong Attacks, Combos, Attack Speed, Recovery
Disadvantages: Light Weight, Short Attacks
General Observations
Kirby can get damage in bursts, especially when striking at low percents. Dedede isn't especially difficult to get off-stage at which point Dedede's campy offense is negated. However, it's that same campy offense that can keep Kirby at a distance, building damage, and putting Kirby at a growing disadvantage.
Contrary to one's initial thought, it's really Kirby who has the better KO options in this fight. While Dedede houses some extremely powerful attacks, they're much less likely to land or sweet-spot on Kirby. Dedede will often times have to rely on weaker attacks due to speed or reach, especially when the Kirby player is smart enough to avoid the dreaded U-tilt. Kirby on the other hand has several attacks that hold enough power to net KOs that also have enough speed to punish a mistep from Dedede.
At a distance, Dedede's Waddle Dee Toss can prove useful, but Kirby's Final Cutter can be used to skillfully knock them away as well as send a Cutter shockwave through any number of Dees, Doos, and Dededes. Both characters have considerable lag to punish during these projectiles, but due to the slow speed of these fighters optimal punishment can be difficult.
The real battle takes place where projectiles can easily be shielded or Dodge and close enough to punish. At this distance, Kirby is looking for a way to bridge the gap and get some solid damage in while Dedede is keeping an extra step away to get the first hit with his long reaching attacks. Once Kirby and Dedede get into close quarters, Kirby is either approaching with an aerial, a tilt, or going for a grab - Dedede's options at this time is a 'stop-thrust' (holding out an attack for Kirby to run into such as D-tilt, B-air, etc.), Shield Camping (usually to net a grab), or to pull back and re-establish distance.
A decisive part of the fight is in the off-stage battle. King Dedede is less mobile and predictable upon his recovery than Kirby because Dedede's Jumps are shorter, fewer in number, and sort of pathetic. Kirby is floatier, has his Hammer for horizontal mobility, and can latch onto the ledge much easier with Final Cutter than Dedede's Super Jump. However, Dedede has some very effective edge guarding against Kirby because Dedede's B-air is stronger, larger, and a lot more intimidating to the light-weight Kirby than vice versa. They both have the option to go for a Swallowcide (of which Dedede's always seems more effective) but this usually results in both players losing a stock so it requires much more stategic implementation than simply hitting the guy as an edge guard.
Even though Kirby can survive the spike, at mid-percentages it becomes pretty easy to follow up the spike with two foot stools for the gimp since Kirby's jumps are floaty and relatively slow. Even a falling Fair works well at keeping Kirby off the stage.
Kirby's aerial game isn't significantly better than Falco's. In fact, Falco personally prefers the air. Nair, Dair, and Bair autocancel, so how are the "pretty punishable"? Bair and Dair air come out quick and do good damage and knock back. At higher percentages (probably around 130-150), both of those move become killing moves. The only negative of Falco's aerial game is that it doesn't have the greatest priority, but that's where lasers come in. They control a lot of space and rack up damage well. Not to mention the lagless, silent lasers that can stun you and lead into an Usmash.
Again we're seeing "Air game" as two totally different things. I'm talking about the height of full jumps. Sure Falco can camp using lasers on the ground to stop aerial approaches but Kirby can camp spamming aerials in the air to make Falco approach where he's weak.I also find Falco's anti-air game to be exceptional. Lasers, short hopped reflector, a good up tilt, Bair spam, Nair spam, Usmash, boosted Usmash that can travel almost half of Final Destination, and the gatling combo (dash attack > Usmash) provides more than enough artillery to stop most aerial approaches.
I think that both parties will agree that once Falco is put into a position where he is forced to use his UpB, he is extremely easy to gimp. It gets cut through, can be easily edgehogged, and can be repeatedly spiked by Kirby's dair.However, we can't really gimp him all that well either because of his ridiculously fast forward b. Inhaling him while he's using his forward b is very hard to time. Probably the easiest time to pull this off is if he's so far away, he needs that edge to hang on to make it back to the platform. Then at that point you can just edge guard him. All in all, it's not very easy to gimp Falco and if you get too crazy about gimping you'll find yourself getting spiked.
Priority isn't everything. Priority only matters when two players' attacks hit at the same time. As far as speed and quickness goes, I'm pretty confident that's Falco's moves come out a lot faster.Ok seriously, how could Kirby get in that position in the first place? Not only does he have 5 jumps, but if he wants to, he can save his jumps and use aerial hammers to recover. Kirby simply has way too many ways to avoid from getting on that edge.
By being spiked at mid-percentages where it has enough knock back to send Kirby down, but not enough to kill him. Sort of already mentioned that though. Unless you're asking how Kirby could get in the position to be spiked, in which case, all Falco has to do is get you off the stage or do the Chain Grab Spike.
You just answered why Falco's air game is punishable, Kirby has more priority. I started following along what you were saying about Falco's lasers forcing Kirby to air dodge at times, but then you start mentioning silent lasers? That deals with ground game, not air. When I say air game, I don't mean at short hop level, I think we're seeing "Air game" as two totally different things.
Again we're seeing "Air game" as two totally different things. I'm talking about the height of full jumps. Sure Falco can camp using lasers on the ground to stop aerial approaches but Kirby can camp spamming aerials in the air to make Falco approach where he's weak.
Up tilt, Usmash boosted or not, gatling combo, all involves ground game not air game.
So I still say Falco has the better ground game while Kirby as the better air game.
The opposite can be said about Falco camping. If Falco is staying back with lasers why would Kirby ever approach? See what I'm saying, aerial camping vs ground camping.And just how does spamming aerials force Falco to approach in the air? If anything, wouldn't that encourage him to stay on the ground?
This doesn't force kirby to approach, it just makes it so kirby isn't forced to approach falco. Falco could still just sit there all day and you could both just do nothing until time runs out.I'm not too sure how much this would affect the match-up numbers, but I find it somewhat amusing that Falco can be forced to approach Kirby. All Kirby has to do is duck, let the lasers fly by, and wait for him to come over. Then from there it's who can predict/mindgame the other better.
Yep, as I mentioned lasers aren't completely nullified against Kirby. Since it auto cancels he has many mind game options with it.Actually, we have discussed that point before, with SH lasers theres little to no lag IIRC, leaving him available to approach very quickly after the lasers. Not a terrible threat, but still a threat, especially with good spacing by Falco. Ducking definitely does not render the lasers useless, I'm pretty sure any Falco main will agree with that.
The bolded seems to be one of the favorite points for Falco mains to argue. His recovery option above the stage, Phantasm, isn't that bad. I think some believe it is easy to predict/gimp, but I believe Falco mains either disagree with this or accept it and argue that they can avoid that by sweetspotting it on the edge or just onto the stage (I think someone already brought this up). Nonetheless I think it needs some clarifying.Falco is welterweight, fast falling, and has bad recovery. .
Phantasm can be cancelled to shorter distances and allows Falco to glide while falling rather than go straight down, so when cancelled at the maximum distance, it actually allows Falco to cover more ground (or air). Even if you can predict it, it's still very hard to punish do to how quick it is. No good Falco will always recover at the same point all the time. They'll go for the sweet spot, they'll go for stage level, or they'll go right above the opponent. I find that it rarely happens for Falco to be put under the stage without a second jump.Ok by bad I mean extremely predictable. It goes in a straight line and a set distance. Also falcos vertical recovery is worse than fox (shorter upb)
Also since falcos sideb is so fast it only hits for a short time and is easily ledge hogged. Since it goes a set distance you can also learn the spacing and use something like a hammer for a kill. Also all of his recovery options have startup lag.
Falcos second jump is decent but negated by the fact that he falls fast.
He's not as bad as wolf though lol.
I did mention it. It is one of the reasons why Falco's ground game is a little better. If Falco is not being predictable with it he can space himself extremely well with this move. The deflector can trip us as well slowing our ground game quite a bit.Also, nobody's ever addressed Falco's reflector. It's great at ending combos or stopping approaches. It's also a great tool for spacing. I'm not saying Kirby can't maneuver around it, but it exists and it's still an important part of Falco's game.