The custom moveset discussion I believe has mostly concluded that down special is a bad move on King Dedede independent of which down special is selected. Therefore, it is not in King Dedede's interest to have multiple slots used up on various down special choices; one move should just be picked and used in every set so King Dedede can have the maximum variety among his three useful special moves. However, no solid conclusion was ever reached as per which of these three marginal moves is the least marginal, and our original decision of Armored Jet Hammer was based on poor reasoning involving fake game mechanics. Let us review the mechanics...
All: This is a very slow move with deceptively small hitboxes. It can be charged up and released at any time, and while charging, King Dedede can walk (not run) around and do a single small jump off the ground. If held at maximum charge, it will gradually inflict damage upon King Dedede until the move is released or King Dedede reaches 100% or more damage, whichever comes first.
Default Jet Hammer: This move has no extra functionality but has the most power. At a full charge, it kills Mario from the center of an omega stage (Wii U version) at 58% in training mode (no staleness/rage). This move also does a whopping 38% damage with a full charge in training mode.
Armored Jet Hammer: Once this move reaches the point at which King Dedede is holding the charge, this move has super armor for as long as King Dedede holds the charge (yes, there is no limit to how long you can keep super armor up). This super armor can only be activated on the ground, but if King Dedede attains super armor and then jumps, he will retain it. However, this move has considerably less KO power than the default, only KOing Mario from the center of an omega stage at 124% in training mode. This move also appears to do approximately 2/3 the damage of default, only doing 24% damage fully charged in training mode.
Dashing Jet Hammer: This peculiar move creates a constant push backward on King Dedede the entire time he is charging it. Upon release of the charge, King Dedede will hurl himself forward a modest distance while swinging the hammer. This move actually has two hitboxes depending on King Dedede's spacing. If King Dedede is further away from his target, this move will do 18% damage with a full charge and KO Mario from the center of an omega stage at 112% (all in training mode). If King Dedede is a bit closer, this move will only do 16% damage with a full charge and will kill Mario at 124% from the center of an omega stage (again all in training mode). If King Dedede is very close this move will actually whiff completely as King Dedede will move past the target.
I have no stake in this or particular opinion on which move is best; I could see plausible arguments for all three and do indeed regard all three as poor moves. Please just let me know what you think the most worthwhile of them is via this poll so we can lock that down. If you disagree and think precisely one is good, please vote for it and make a good argument for it, and I'm sure we can make that work out. If you think the premise is wrong and there are in fact multiple excellent down specials for King Dedede, well, that would be the first time I've ever heard that suggested but it would destroy the premise of the poll so bring it up and we'll consider that.
It is also probably possible to elaborate more on the move mechanics; if anyone wants to do that, that would be great.
All: This is a very slow move with deceptively small hitboxes. It can be charged up and released at any time, and while charging, King Dedede can walk (not run) around and do a single small jump off the ground. If held at maximum charge, it will gradually inflict damage upon King Dedede until the move is released or King Dedede reaches 100% or more damage, whichever comes first.
Default Jet Hammer: This move has no extra functionality but has the most power. At a full charge, it kills Mario from the center of an omega stage (Wii U version) at 58% in training mode (no staleness/rage). This move also does a whopping 38% damage with a full charge in training mode.
Armored Jet Hammer: Once this move reaches the point at which King Dedede is holding the charge, this move has super armor for as long as King Dedede holds the charge (yes, there is no limit to how long you can keep super armor up). This super armor can only be activated on the ground, but if King Dedede attains super armor and then jumps, he will retain it. However, this move has considerably less KO power than the default, only KOing Mario from the center of an omega stage at 124% in training mode. This move also appears to do approximately 2/3 the damage of default, only doing 24% damage fully charged in training mode.
Dashing Jet Hammer: This peculiar move creates a constant push backward on King Dedede the entire time he is charging it. Upon release of the charge, King Dedede will hurl himself forward a modest distance while swinging the hammer. This move actually has two hitboxes depending on King Dedede's spacing. If King Dedede is further away from his target, this move will do 18% damage with a full charge and KO Mario from the center of an omega stage at 112% (all in training mode). If King Dedede is a bit closer, this move will only do 16% damage with a full charge and will kill Mario at 124% from the center of an omega stage (again all in training mode). If King Dedede is very close this move will actually whiff completely as King Dedede will move past the target.
I have no stake in this or particular opinion on which move is best; I could see plausible arguments for all three and do indeed regard all three as poor moves. Please just let me know what you think the most worthwhile of them is via this poll so we can lock that down. If you disagree and think precisely one is good, please vote for it and make a good argument for it, and I'm sure we can make that work out. If you think the premise is wrong and there are in fact multiple excellent down specials for King Dedede, well, that would be the first time I've ever heard that suggested but it would destroy the premise of the poll so bring it up and we'll consider that.
It is also probably possible to elaborate more on the move mechanics; if anyone wants to do that, that would be great.