king dedede

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Ground Attacks

Jab 1
10
32
--
Transitions to Jab 2 as early as frame 13
2.5
7
4
--
-18
10—11
Jab 2
11
27
--
Transitions to Rapid jab as early as frame 22
2.2
7
3
--
-13
23—24
Rapid Jab
5/8/11...
--
--
--
0.5
4
3
--
--
34—**
Rapid Jab Finisher
4
49
--
--
3.0
10
4
--
-41
**
Forward Tilt
12/16/20/23
48
--
--
2.0/3.0
4/10
3/4
Multi/Final
-21
12—21
Up Tilt
7
38
--
Head intangible on frame 7-13.
10.0/8.0
8/7
10/8
Close/Far
-21/-23
7—13
Down Tilt
6
37
--
Clanks with projectiles doing less than 26.8% damage.
10.0/6.0
8/6
10/6
Early/Late
-21
6—8(9—13)
Dash Attack
26
66
--
--
16.0/13.0
13/9
14/12
Early/Late
-26
26—35
Forward Smash
40
77
--
This attack hits directly above Dedede only on frame 40. Hammer comes down on 43. Shockwave on 44. Charge hold is frame 33. Multiple hitboxes: an aerial only hitbox that does 0%, sweetspot near tip of hammer, weak hit near Dedede.
16.0/18.5/25.0/11.0
?/12/14/8
?/-/16/8
Early/close/far/Shockwave
?/-/-18/-25
40
Up Smash
17
67
--
Charge hold is frame 6
16.0
10
11
--
-39
17—24
Down Smash
12/20
52
--
Charge hold is frame 3
13.0
9
9
--
-31/-23
14—22

Aerial Attacks

Neutral Air
7
39
9
Autocancels on frame 1-2 and 35 onward
12.0/7.0
9/7
5/3
Early/Late
-4/-6
7—8(9—29)
Forward Air
13
41
18
Autocancels on frame 1-4 and 40 onward
12.0
9
5
--
-13
13—15
Back Air
17
37
13
Autocancels on frame 1-4 and 33 onward
16.0
13
6
--
-8
17—19
Up Air
10/12/14/16/18/20/22/24
44
13
Autocancels on frame 1-4 and 42 onward
1.0/5.0
4/12
-/3
Multi/Final
-10
10/12/14/16/18/20/22/24—25
Down Air
22
47
18
Autocancels on frame 1-6 and 44 onward
15.0/8.0
15/7
5/4
Meteor/Late
-13/-14
22—23

Special Attacks

Neutral B (Inhale)
17
77
--
Startup and total frames refer to minimum usage. 19 endlag after extended usage. Can inhale projectiles starting on frame 20 and involuntarily spit them back
--
--
--
--
--
17—**
Inhale, Spit
6
29
--
--
--
--
--
--
--
**
Throw Return Wall Stick
Side B (Gordo Throw)
29
60
--
--
10.0/9.5—14.0
8/12—15/15
10/4—5/14
Hammer/gordo/both
-21/-11/-17
29(5—146)
Up B (Super Dedede Jump)
69
--
60/30
Cancelling incurs 30 landing lag. Invulnerable on frame 18-21. Super Armor on frame 22-?? Leg invulnerability on frame 73-landing. Landing hitbox on frame 3. Stars on frame 5.
15.0/12.0/5.0
10/9/6
14/-/3
Falling/landing/stars
-46
69/4—5/6—20
Down B (Jet Hammer, Partial Charge)
10(+17)
59
--
10 startup from release. 17 to enter charge state. 136 frames to reach full charge. Heavy armor on frame 1-14 from release but only on ground version.
11.0—29.8
8—15
10—25
--
-39 to -24
27—29
Down B, Full Charge (Jet Hammer, Full Charge)
9
69
--
Heavy armor on frame 1-14 from release but only on ground version.
40.0
16
34
--
-26
9—11

Grabs / Throws

Grab
8
39
--
--
--
Dash Grab
11
47
--
--
--
Pivot Grab
12
42
--
--
--
Pummel
2
21
--
Total frames includes 15 frames of hitlag
1.6
Forward Throw
13/14
37
--
--
4.0/6.0
Backward Throw
18/19
41
--
--
4.0/9.0
Up Throw
16/19
39
--
--
4.0/5.0
Down Throw
26
41
--
--
6.0

Dodges / Rolls

Spot Dodge
23/28
--
Invulnerable on frame 3-18
Forward Roll
32
--
Invulnerable on frame 4-16
Backward Roll
37
--
Invulnerable on frame 5-17
Neutral Air Dodge
43
10
Invulnerable on frame 4-32
Air Dodge, Down
58
11-19
Invulnerable on frame 4-23
Air Dodge, Diagonally Down
66
11-19
Invulnerable on frame 4-23
Air Dodge, Left/Right
72
11-19
Invulnerable on frame 4-23
Air Dodge, Diagonally Up
86
11-19
Invulnerable on frame 4-23
Air Dodge, Up
96
11-19
Invulnerable on frame 4-23

Misc Info

Weight — 127
Gravity — 0.097
Walk Speed — 1.029
Run Speed — 1.496
Initial Dash — 1.815
Air Speed — 0.735
Total Air Acceleration — 0.05
SH / FH / SHFF / FHFF Frames — 36 / 48 / 24 / 32
Fall Speed / Fast Fall Speed — 1.95 / 3.12
Out of Shield, Neutral Air — 10 frames
Out of Shield, Up Air — 13 frames
Out of Shield, Forward Air — 16 frames
Shield Grab (Grab, post-Shieldstun) — 12 frames
Shield Drop — 11 frames (universal)
Jump Squat (pre-Jump frames) — 3 frames (universal)