Is there anyone that still thinks Dedede is beast, and is there any reference I can see/watch/read to study?
Been asking for a while, but nobody has answered... Checked the 'best of each character' thread and nothing unexpected or interesting outside of re-confirmation of this.
Any insight please?
I would argue that DDD is pretty darn good. Sure, approaching with him is difficult, and characters like Squirtle can dance around him all day, but he has one of the hardest punish games in PM.
Any character that has a good combo weight (i.e. Ike, Link, etc.) are pretty much fodder for a smart DDD who is willing to take risks. DDD can go DEEP. He can chase far and low off the stage and still make it back. And you can guarantee kills on plenty of characters with a "dropzone" fair to a quick turnaround bair to a ledgegrab and edgehog. D-tilt is a very good move that has a variety of uses. I almost exclusively use it over f-tilt. Nair chains to fairs are really reliable in certain matchups. And uair and dair are really good harassers.
DDD is very match-up dependent. If the character is difficult to edgeguard (Pit, Peach, etc.), then his kills will have to come from solid hits. But usually a well landed fair at high-ish percents is enough to kill. Also, his grab game is huge for his punishes, so if he has a hard time grabbing them (Fox, Squirtle, etc.), he will be in trouble.
DDD's recovery is really bad if the DDD player has to use his up-b. The opponent almost has a free edgeguard. But waddle-dashing can help cover his recovery. In general, waddle-dashing is probably going to end up being a must at high-level play. It's DDD's only way to get in or out fast.
Neutral b is a forgotten about move. It can be used as a surprise against an unsuspecting opponent for a "DDD-cide".
Down b is SUPER GOOD. It comes out extremely fast, and can almost be used like a high power jab. I personally have used it for standing ledgeguards (The hitbox is deceptively big), shield pressure (d-tilt to jab to jab2 to down b), and as a general follow up to a majority of moves. Also, charging it is underrated. It's kind of hard to avoid once fully charged.
Bair is the go-to neutral game tool when not throwing out waddles or fishing for fair hits. L canceled bairs to quick turnaround grabs can have large rewards when not expected.
Oh, and hard reads with up-smash or dash attack are super satisfying to pull off when they connect.
DDD has a lot going for him. He is definitely viable to win a tournament. However, he has the worst approach in the game, so it's no wonder why he is so low on everybody's tier lists. Basically this is not me disputing his spot on peoples respective tier lists, but rather making sure that people know that the character isn't garbage, or not viable. It's hard to call someone with a punish game like DDD unviable.
Pros:
Extremely potent punish game which includes power, range, edgeguards, and the tools to take risks. Very high rewards on a majority of moves.
Cons: Big combo-able target, bad approach, high risk/laggy moves