xDARKLINKx
Smash Ace
EDIT: lol for some reason i didnt even see the other guide thats why i decided to make this one, anyways, that one is far superior to this one. So unless someone wants me to finish it, im just gonna let mine die lol.
First i recommend watching all of my matches to get a general feel for how I use him, DeDeDe can be used with a few different styles but i prefer using the aggressive approach, so thats the way ill be describing him to you..
Also ill be refering to these videos through out my guide to showcase some things.
1. http://www.youtube.com/watch?v=tVJMv5v06I0
2. http://www.youtube.com/watch?v=Qm2AUUCeAIc
3. http://www.youtube.com/watch?v=97pLNdNnOEk
4. http://www.youtube.com/watch?v=bdFw3bnL9BQ
5. http://www.youtube.com/watch?v=xqfcA3a5fPo
6. http://www.youtube.com/watch?v=y80LUmj3058
7. http://www.youtube.com/watch?v=ec-BiWdiO74
King DeDeDe is a very aerial based character so you gotta get used to flying around on and especially off the stage. He is big and slow mobility wise, BUT VERY powerful. Most of his moves are relatively slow compared to many others BUT his aerials are amazing, which is all that matters cuz hes an aerial character. He has 4 mid-air jumps and a MONSTROUS recovery move. Overall hes a very solid character, with few disadvantages, one being his hugeness puts him at an extreme disadvantage against small characters. But all that aside hes a great character. If i had to guess i would estimate him being the last one on HIGH TIER or the first one on MID TIER.
Also note that i have not done any research at all about percents and the likes so im going off just general smash knowledge not precise equations. lol I know you might think that thats the most important thing for a guide, but i think a general knowledge and just experience will work for the time being. I might add it eventually, but not till im more comfortable with the game. And more bored with life.
Also if you got any questions feel free to ask me, Ill answer as soon as i can.
QUICK RUNDOWN OF GENERAL ADVANCED TACTICS
Hugging - Running, walking, rolling watever off the edge and pressing towards the ledge to grab it, used for edgehogging. you should know about this by now if not EX: http://youtube.com/watch?v=g175HCOb2c0 he might of FFed it im not sure wither way you get the idea.
Fast hugging - IDK if anyones found this yet cuz i havnt heard about it, but its really a basic thing so i guess thats why. well its the same as huggin except you fastfall off the stage then press towards to grab it, basically a reverse hadouken. EX: 4:12 http://youtube.com/watch?v=bdFw3bnL9BQ
Jump Cancel ( JC ) - Pressing up on the joystick while running you perform an UPSMASH. Like foxs running usmash.
Shield Cancel ( SC ) - The new JC. Its bringing up up your shield and quickly lettin it go to cancel out some attacks and mostly to cancel running. VERY USEFUL
I think thats all ill be using in this guide so ill leave it at that.
Alright lets go through all of his moves.
* NAIR *
DDD does a belly flop lol its BEST use is as a taunt, pause during the attack and leave it there for at least 5 seconds. Alright nah thats not its best use, maybe second or third. Alright anyway this is DDDs second quickest move and has very low lag. Its good at low % for either fast falling on top of somone and following up with a grab, UTILT, or UPSMASH...OR doing multiple hits mid air ( nair jump nair jump fair ). Ive used it as edgeguard before, but you gotta make sure theyre either under the stage or at an angle that will send them into the stage, or else they'll just go straight up.
* DAIR *
DDD spin-thrusts his hammer downwards. Its a good move for tech chasing some one who techs towards you as long as you get the last hit in, which has pretty good knock back. IN the air if you connect all the hits at low mid % you should be able to follow it up with any one of your aerials. Pretty good damage given, low start up time but MAD lag if you land before the animation finishes...YOU WILL GET GRABBED please never fastfall with out finishing the attack. Also hitting a standing opponent with a full hopped dair can lead to a lot of things as well at low %.
* UAIR *
DDD spin-thrusts his hammer upwards. Exactly the same as a DAIR except upwards. The last hit is actually pretty useful as a KO move if your opponent is in the air. The reach is excellent and the startup time is as well. Very useful move, you'll want to spam this one as well. Great combo starter at low - mid %.
* BAIR *
DDD does a back kick, similar to DK's in melee. THIS IS HIS BEST MOVE. Quick, powerful, very low lag, great range, and great knockback. Of course knock back depends on how often you use it but still, its a great move no matter the knockback. You'll be wanting to use this every chance you get; out of shield, coming down, approaching with a reverse dash and pretty much anytime you need to lol. IMO EDGEGUARD its what its best for though. just fly off and make sure to stay backwards ( Meaning press back as soon as you can to maintain BAIRS and not turn it into a FAIR, unless you want to ) and kick away. DO NOT get carried away though remember you only have 4 (FOUR) jumps midair so keep count, i cant tell you how many times my final Fair led me to the bottomless pit of FD. Great move, just experiment with it to see what you like it best for. EX of a good edgeguard 24-28 and 42 - 50 http://www.youtube.com/watch?v=97pLNdNnOEk
* FAIR *
DDD swings his hammer foward with a slight upwards arc. This is my favorite move. Its reach is incredible, not length wise but area wise it hits almost everything in front of you. Its quick, strong, and a great spacing move. Dont rely on it for KOs seeing as youll be using it often, BUT it still KOs pretty well. It has pretty bad lag time if you fast fall it, so make sure your animation is done before you hit the ground, or just short hop again after using it. Best used with BAIRS, SEE ABOVE EXAMPLE. Also GREAT for ledge stalling or spacing your opponent when coming back to the stage. EX: 2:31 http://www.youtube.com/watch?v=Qm2AUUCeAIc
* JAB 1 - 2 *
DDD swings his hammer quickly in front of him once or twice. Personally i think this move will evolve to be one of his better moves, mainly because of the ability to SC it into a grab or utilt. Though the reach and priority is relatively low, I recommend practicing this till you perfect it, it WILL be useful. EX : at 1:18 http://youtube.com/watch?v=ec-BiWdiO74 and 1:54 http://youtube.com/watch?v=tVJMv5v06I0
* JAB 3 *
After the first 2 jabs DDD spin-thrusts his hammer forward with a little more reach. Not really a good move, its good for spacing and getting a little percent but not much else. The only advantage it has is that if the first 2 hits landed it will most likey land but either way F-tilt is where its at.
* DASH ATTACK *
DDD falls over in a tripping animation from the kirby games. At first you will think this move is garbage because of the lag time, BUT it is **** for tech chasing as long as you time it right. Ex : 2:09 - 2:12 http://www.youtube.com/watch?v=tVJMv5v06I0
* F-TILT *
DDD thrusts his hammer forward with incredible reach. THIS is a good move. It has many many uses and is his attack with the most reach. Not too sure about the percent, i recall it being pretty low, same with the knock back...but thats what makes it good. It is very useful for spacing out your opponent and has quick start up and end time. It is crucial in Chaingrabbing and pretty decent for keeping your opponent off the ledge, youll be wanting to spam the **** out of this one. If you watched my vids already you should know what im talking about but heres an EX : 1:44 http://youtube.com/watch?v=Qm2AUUCeAIc
* D-TILT *
DDD does a quick low kick. I know this is supposed to be a "good move" but honestly i dont really like using it. It has good knock back and reach, probably not much of a damage giver or KO hit though. Either way I prefer an FTILT over this simply because you can follow up with much more after an FTILT. However this is a good move when fighting small opponents, or when you need to space him out quick.
* U-TILT *
DDD does an upwards headbutt. VERY powerful move, should be saved for the KO hit if you ask me, but is also an EXCELLENT combo starter at low percent if you can get your opponent above you. Not sure about bigger characters but i know for a fact against small characters(olimar kirby diddy metaknight) they have to be either on top of you or practically in you for it to land, if they are in front of you it wont hit. Fast falling a NAIR at low % will also combo well into an U-TILT. Anyways I need to use this more as it is a **** move, but i gotta get use to SCing U-TILTS, im too use to wavedashing them, which is easier. Also an excellent move after you spot dodge a grab for instance, because the startup time is very low. EX: 1:31 http://youtube.com/watch?v=y80LUmj3058
* F-SMASH *
DDD charges his hammer up starting behind him and pounds it down in front of him. It is the most powerful A move in the game and of course one of the slowest. The range is pretty good it goes all around you, damage and knockback of course are monstrous, but speed.......is absolute trash. You miss one of these and say hi to a free 30% from your opponents fully charged f-smash or watever they want. Ok so its not that bad, but still, the only time this will be useful will be *some* edgeguard, and if your opponents shield breaks or a missed rest. Make sure you sweetspot it though, meaning the head of the hammer. anything else and the knockback will be equivalent to that of zeldas old DSMASH.
* UP-SMASH *
DDD swings his hammer upwards with an arc. Pretty decent move, quick start up, lots of range but for some reason not much of a KO move. Unless im not aware that the sweetspot is somewhere other than the head of the hammer. Watever, either way its useful, gives good percent and hits through platforms like BF and delfino. Pretty good in unison with a fastfalled NAIR. Its JCable as well, so you can get some quick hits in. Dont spam it though, the lag is pretty bad after the attack. Wait, I forgot to mention, U-TILT is superior in every way except range, so unless UTILT wont work, use this.
* D-SMASH *
DDD swings his hammer at a downwards angle, similar to the IC's dsmash. This is his fastest smash. Its very useful for abusive rollers, and has pretty good KO ability. Pretty short reach though. =[ Not useful for that much else.
* B MOVES *
Coming soon...
* THROWS *
Coming soon...
* COMBOS, STRATEGIES, MATCHUPS, CHAINGRABBING, MISC *
Coming soon...
First i recommend watching all of my matches to get a general feel for how I use him, DeDeDe can be used with a few different styles but i prefer using the aggressive approach, so thats the way ill be describing him to you..
Also ill be refering to these videos through out my guide to showcase some things.
1. http://www.youtube.com/watch?v=tVJMv5v06I0
2. http://www.youtube.com/watch?v=Qm2AUUCeAIc
3. http://www.youtube.com/watch?v=97pLNdNnOEk
4. http://www.youtube.com/watch?v=bdFw3bnL9BQ
5. http://www.youtube.com/watch?v=xqfcA3a5fPo
6. http://www.youtube.com/watch?v=y80LUmj3058
7. http://www.youtube.com/watch?v=ec-BiWdiO74
King DeDeDe is a very aerial based character so you gotta get used to flying around on and especially off the stage. He is big and slow mobility wise, BUT VERY powerful. Most of his moves are relatively slow compared to many others BUT his aerials are amazing, which is all that matters cuz hes an aerial character. He has 4 mid-air jumps and a MONSTROUS recovery move. Overall hes a very solid character, with few disadvantages, one being his hugeness puts him at an extreme disadvantage against small characters. But all that aside hes a great character. If i had to guess i would estimate him being the last one on HIGH TIER or the first one on MID TIER.
Also note that i have not done any research at all about percents and the likes so im going off just general smash knowledge not precise equations. lol I know you might think that thats the most important thing for a guide, but i think a general knowledge and just experience will work for the time being. I might add it eventually, but not till im more comfortable with the game. And more bored with life.
Also if you got any questions feel free to ask me, Ill answer as soon as i can.
QUICK RUNDOWN OF GENERAL ADVANCED TACTICS
Hugging - Running, walking, rolling watever off the edge and pressing towards the ledge to grab it, used for edgehogging. you should know about this by now if not EX: http://youtube.com/watch?v=g175HCOb2c0 he might of FFed it im not sure wither way you get the idea.
Fast hugging - IDK if anyones found this yet cuz i havnt heard about it, but its really a basic thing so i guess thats why. well its the same as huggin except you fastfall off the stage then press towards to grab it, basically a reverse hadouken. EX: 4:12 http://youtube.com/watch?v=bdFw3bnL9BQ
Jump Cancel ( JC ) - Pressing up on the joystick while running you perform an UPSMASH. Like foxs running usmash.
Shield Cancel ( SC ) - The new JC. Its bringing up up your shield and quickly lettin it go to cancel out some attacks and mostly to cancel running. VERY USEFUL
I think thats all ill be using in this guide so ill leave it at that.
Alright lets go through all of his moves.
* NAIR *
DDD does a belly flop lol its BEST use is as a taunt, pause during the attack and leave it there for at least 5 seconds. Alright nah thats not its best use, maybe second or third. Alright anyway this is DDDs second quickest move and has very low lag. Its good at low % for either fast falling on top of somone and following up with a grab, UTILT, or UPSMASH...OR doing multiple hits mid air ( nair jump nair jump fair ). Ive used it as edgeguard before, but you gotta make sure theyre either under the stage or at an angle that will send them into the stage, or else they'll just go straight up.
* DAIR *
DDD spin-thrusts his hammer downwards. Its a good move for tech chasing some one who techs towards you as long as you get the last hit in, which has pretty good knock back. IN the air if you connect all the hits at low mid % you should be able to follow it up with any one of your aerials. Pretty good damage given, low start up time but MAD lag if you land before the animation finishes...YOU WILL GET GRABBED please never fastfall with out finishing the attack. Also hitting a standing opponent with a full hopped dair can lead to a lot of things as well at low %.
* UAIR *
DDD spin-thrusts his hammer upwards. Exactly the same as a DAIR except upwards. The last hit is actually pretty useful as a KO move if your opponent is in the air. The reach is excellent and the startup time is as well. Very useful move, you'll want to spam this one as well. Great combo starter at low - mid %.
* BAIR *
DDD does a back kick, similar to DK's in melee. THIS IS HIS BEST MOVE. Quick, powerful, very low lag, great range, and great knockback. Of course knock back depends on how often you use it but still, its a great move no matter the knockback. You'll be wanting to use this every chance you get; out of shield, coming down, approaching with a reverse dash and pretty much anytime you need to lol. IMO EDGEGUARD its what its best for though. just fly off and make sure to stay backwards ( Meaning press back as soon as you can to maintain BAIRS and not turn it into a FAIR, unless you want to ) and kick away. DO NOT get carried away though remember you only have 4 (FOUR) jumps midair so keep count, i cant tell you how many times my final Fair led me to the bottomless pit of FD. Great move, just experiment with it to see what you like it best for. EX of a good edgeguard 24-28 and 42 - 50 http://www.youtube.com/watch?v=97pLNdNnOEk
* FAIR *
DDD swings his hammer foward with a slight upwards arc. This is my favorite move. Its reach is incredible, not length wise but area wise it hits almost everything in front of you. Its quick, strong, and a great spacing move. Dont rely on it for KOs seeing as youll be using it often, BUT it still KOs pretty well. It has pretty bad lag time if you fast fall it, so make sure your animation is done before you hit the ground, or just short hop again after using it. Best used with BAIRS, SEE ABOVE EXAMPLE. Also GREAT for ledge stalling or spacing your opponent when coming back to the stage. EX: 2:31 http://www.youtube.com/watch?v=Qm2AUUCeAIc
* JAB 1 - 2 *
DDD swings his hammer quickly in front of him once or twice. Personally i think this move will evolve to be one of his better moves, mainly because of the ability to SC it into a grab or utilt. Though the reach and priority is relatively low, I recommend practicing this till you perfect it, it WILL be useful. EX : at 1:18 http://youtube.com/watch?v=ec-BiWdiO74 and 1:54 http://youtube.com/watch?v=tVJMv5v06I0
* JAB 3 *
After the first 2 jabs DDD spin-thrusts his hammer forward with a little more reach. Not really a good move, its good for spacing and getting a little percent but not much else. The only advantage it has is that if the first 2 hits landed it will most likey land but either way F-tilt is where its at.
* DASH ATTACK *
DDD falls over in a tripping animation from the kirby games. At first you will think this move is garbage because of the lag time, BUT it is **** for tech chasing as long as you time it right. Ex : 2:09 - 2:12 http://www.youtube.com/watch?v=tVJMv5v06I0
* F-TILT *
DDD thrusts his hammer forward with incredible reach. THIS is a good move. It has many many uses and is his attack with the most reach. Not too sure about the percent, i recall it being pretty low, same with the knock back...but thats what makes it good. It is very useful for spacing out your opponent and has quick start up and end time. It is crucial in Chaingrabbing and pretty decent for keeping your opponent off the ledge, youll be wanting to spam the **** out of this one. If you watched my vids already you should know what im talking about but heres an EX : 1:44 http://youtube.com/watch?v=Qm2AUUCeAIc
* D-TILT *
DDD does a quick low kick. I know this is supposed to be a "good move" but honestly i dont really like using it. It has good knock back and reach, probably not much of a damage giver or KO hit though. Either way I prefer an FTILT over this simply because you can follow up with much more after an FTILT. However this is a good move when fighting small opponents, or when you need to space him out quick.
* U-TILT *
DDD does an upwards headbutt. VERY powerful move, should be saved for the KO hit if you ask me, but is also an EXCELLENT combo starter at low percent if you can get your opponent above you. Not sure about bigger characters but i know for a fact against small characters(olimar kirby diddy metaknight) they have to be either on top of you or practically in you for it to land, if they are in front of you it wont hit. Fast falling a NAIR at low % will also combo well into an U-TILT. Anyways I need to use this more as it is a **** move, but i gotta get use to SCing U-TILTS, im too use to wavedashing them, which is easier. Also an excellent move after you spot dodge a grab for instance, because the startup time is very low. EX: 1:31 http://youtube.com/watch?v=y80LUmj3058
* F-SMASH *
DDD charges his hammer up starting behind him and pounds it down in front of him. It is the most powerful A move in the game and of course one of the slowest. The range is pretty good it goes all around you, damage and knockback of course are monstrous, but speed.......is absolute trash. You miss one of these and say hi to a free 30% from your opponents fully charged f-smash or watever they want. Ok so its not that bad, but still, the only time this will be useful will be *some* edgeguard, and if your opponents shield breaks or a missed rest. Make sure you sweetspot it though, meaning the head of the hammer. anything else and the knockback will be equivalent to that of zeldas old DSMASH.
* UP-SMASH *
DDD swings his hammer upwards with an arc. Pretty decent move, quick start up, lots of range but for some reason not much of a KO move. Unless im not aware that the sweetspot is somewhere other than the head of the hammer. Watever, either way its useful, gives good percent and hits through platforms like BF and delfino. Pretty good in unison with a fastfalled NAIR. Its JCable as well, so you can get some quick hits in. Dont spam it though, the lag is pretty bad after the attack. Wait, I forgot to mention, U-TILT is superior in every way except range, so unless UTILT wont work, use this.
* D-SMASH *
DDD swings his hammer at a downwards angle, similar to the IC's dsmash. This is his fastest smash. Its very useful for abusive rollers, and has pretty good KO ability. Pretty short reach though. =[ Not useful for that much else.
* B MOVES *
Coming soon...
* THROWS *
Coming soon...
* COMBOS, STRATEGIES, MATCHUPS, CHAINGRABBING, MISC *
Coming soon...