King Dedede Buffed

A Mod for Super Smash Bros. for Wii U

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Updates

Version 2
  • Improvement Attack11 and Attack12 hitboxes are slightly larger.
  • Improvement AttackDash has a longer hitbox to reduce the chances of missing.
  • Adjustment AttackS3S hitboxes have been modified, with some of them being merged into one hitbox.
  • Improvement AttackHi3 now has a single extended hitbox that lasts two frames longer than before.
  • Improvement AttackLw3 has a new hitbox that covers Dedede's body. The late hit's hitbox is also slightly larger than before.
  • Improvement Rising Dedede's start-up animation is now shorter than before, lasting 10 frames before jumping.
  • Improvement Quick Dedede Jump's start-up animation is now shorter than before, lasting 12 frames before jumping.
Mario and Sonic Guy avatar
Mario and Sonic Guy See ya later!
Member Joined 2y
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  • Submitted 50 Skins Medal icon
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Mario and Sonic Guy
2mo
Dedede has fallen on hard times after his days in Brawl. This moveset hack basically tries to fix up most of Dedede's major flaws, while also making him feel more viable as a whole. Changes include the following...

Note: Some of the mechanics for Dedede's special moves have also been modified.
  1. Standard Attack: The first two hits now deal fixed knockback, utilize a more vertical knockback angle, and have much less start-up lag, with the hitboxes now being active on frame 5, and they no longer clang with other attacks. Ending lag is also reduced for both hits. It should be noted, however, that even with the decreased ending lag, some fighters can still interrupt Dedede before he begins to execute the infinite portion of this attack (examples include Luigi, Yoshi, Little Mac, Sheik, Villager, and PAC-MAN).
  2. Standard Attack (infinite): When Dedede starts to perform the infinite portion of his standard attack, the hitboxes now rehit more frequently, and have lower fixed knockback. However, because the infinite hits more frequently than before, each hit only deals 0.5% damage. The finishing hit has better base knockback and reduced ending lag, but has less knockback growth as a drawback. The infinite can KO Mario at around 173% damage if he takes up to 11 hits. On a side note, the hits can no longer clang with other attacks.
  3. F-tilt: The attack has received less start-up lag, less ending lag, and now deals up to 7 hits, with the first 6 hits dealing 1% damage and reduced hitlag, while the final hit deals 7% damage and good knockback. The first 6 hits deal drastically less fixed knockback, making it easier for Dedede to keep his opponents trapped, and this is made even more possible with the Autolink Angle being present on the hammer head. The final hit has better BKB and uses the Sakurai Angle, but the KBG has been greatly lowered to 112. KOs Mario on Omega form stage centers at around 164% damage. All hits also deal minor shield damage.
  4. U-tilt: The attack no longer has any sourspots, and has reduced ending lag. Deals 12% damage, and sends fighters flying at an 85 degree angle. It also has better BKB and KBG, but is still less powerful than in Brawl. KOs Mario at around 124% damage, and can also deal minor shield damage.
  5. D-tilt: The clean hit now deals 12% damage, while the late hit deals 8% damage. Knockback has also been altered so that the Sakurai Angle is used. KOs Mario on Omega form stage centers at around 151% damage when clean, while the late hit makes the KO at around 220% damage. The clean hit also deals minor shield damage.
  6. Dash Attack: To make up for the high start-up lag, Dedede now has a super armor duration that lasts until the clean hitbox becomes active. The clean hit deals 18% damage, while the late hit deals 14% damage. BKB is also better, but the KBG has been toned down along the way. KOs Mario on Omega form stage centers at around 90% when clean, while the late hit makes the KO at around 121% damage. Also deals decent shield damage.
  7. F-smash (clean): The attack still suffers from a high start-up duration, but Dedede now gains super armor that lasts until he slams his hammer onto the ground. The early hit has been removed, while the clean hit now deals 25% damage, becomes active on frame 40, and offers better BKB. KBG has been toned down a bit, however. Additionally, the clean hit no longer has freeze frames, but this can be a con against fighters with Counter moves, as their counterattacks will hit after the super armor is turned off. KOs Mario on Omega form stage centers at around 55% damage when uncharged, while a fully charged hit makes the KO at around 24% damage. Also deals high shield damage.
  8. F-smash (late): Once Dedede slams his hammer onto the ground, he loses the super armor. The late hitbox can only damage fighters on the ground, but it can deal 10% damage. Knockback has also been altered in that the BKB is lower, while the KBG is higher. KOs Mario at around 160% damage. Also, while the late hit lacks shield damage properties, combining the clean hit with the late hit can result in shield breaks, even when uncharged.
  9. U-smash: The attack now hits one frame earlier, and gains a single frame hitbox that's positioned low enough for the attack to hit even the shortest fighters. Damage dealt has also been increased to 20%, at the cost of less KBG. Sends fighters flying at an 85 degree angle, opposite the direction that Dedede is facing. KOs Mario at around 88% damage when uncharged. Also deals decent shield damage.
  10. D-smash: The attack now deals 18% damage, but has reduced KBG. The knockback angle has also become more consistent in that both hitboxes send fighters flying at a 35 degree angle. KOs Mario on Omega form stage centers at around 98% damage when uncharged. Also deals decent shield damage.
  11. N-air: Hitboxes now use the Sakurai Angle. Attack now hits 1 frame sooner, with the clean hit dealing 13% damage, while the late hit deals 8% damage. KOs Mario on Omega form stage centers at around 146% damage when clean, while the late hit makes the KO at around 230% damage. The clean hit also deals minor shield damage.
  12. F-air: KO power has been improved greatly, with the attack dealing 15% damage, having much better BKB, and the hitboxes become active on frame 12. KBG has been toned down, however. KOs Mario on Omega form stage centers at around 119% damage, which is slightly sooner than when Peach's f-air KOs Mario (120% damage on Omega form stage centers). Also deals minor shield damage.
  13. B-air: The hitbox's position has been altered. It also packs a greater punch, dealing 19% damage, and offering better BKB. KBG has been toned down, however. KOs Mario on Omega form stage centers at around 97% damage. Also deals minor shield damage.
  14. U-air: While the total damage dealt remains unchanged, the hitbox positions have been altered, with the hammer head using a single large hitbox. The looping hit autolinks better, and has reduced hitlag as well. The final hit now deals completely vertical knockback, and the BKB has been made stronger, while the KBG is slightly weaker. KOs Mario on Battlefield's center platform at around 114% damage if all 8 hits connect. All hits deal some degree of shield damage.
  15. D-air: The attack now hits on frame 14, and is a pure meteor smash, even when used on ground targets. Deals 18% damage, along with minor shield damage. KOs Mario at around 122% damage if he's on the ground.
  16. Grabs: Dedede's grab range has been made slightly better than before. This applies to his dash grab and turn grab as well.
  17. F-throw: Damage and knockback values have been altered, and the knockback angle is now 40. A new single frame hitbox has also been added so that the hit before the throw can hit even the fighters who acquired a Super Mushroom. Deals up to 13% damage, and can KO Mario near Omega form stage edges at some point after 110% damage.
  18. B-throw: Damage and knockback values have been altered, and the knockback angle is now 50. Deals up to 13% damage, and can KO Mario near Omega form stage edges at some point after 110% damage.
  19. U-throw: Damage and knockback values have been altered, and the hit before the throw has a larger hitbox. Deals 12% damage, and can KO Mario at around 148% damage.
  20. D-throw: The throw now deals 10% damage, and offers higher BKB. KBG has been lowered, however, and as a result, makes KOs later than Dedede's other throw options. Fortunately, Dedede can still perform follow-ups at low damage percentages. KOs Mario at around 372% damage.
  21. Inhale: The looping animation now has unblockable windboxes that prevent fighters from trying to avoid getting inhaled by shielding. Deals 12% damage when Dedede spits out his target.
  22. Gordo Throw: The Gordo's KO potency has been improved in that it now deals a maximum of 16% damage, keeps its hitbox size consistent, and offers stronger BKB. However, the KBG is lower, and the damage dealt decreases by 1 for every 15 frames that pass, dealing a minimum of 10% damage before disappearing. The Gordo can KO Mario at around 137% damage if it deals 16% damage, but if the Gordo's damage dealt decreases, then the KO percentage on Mario increases to 147% (15%), 158% (14%), 170% (13%), 184% (12%), 200% (11%), and ends at 219% (10%). On a side note, the Gordo can only be reflected back at Dedede by attacks that deal at least 5% damage, or by any reflector move.
  23. Gordo Throw (hammer): The hammer hit offers stronger BKB than before, and deals minor shield damage. KOs Mario on Omega form stage centers at around 153% damage, but it can KO sooner when combined with the Gordo. This applies to all of the Gordo Throw variants.
  24. Super Dedede Jump: The meteor smash hitbox can now bury fighters on the ground, and deals 20% damage. The landing hitboxes deal 12% damage. KOs Mario at around 117% damage if he gets hit by the landing hitbox. But if Mario gets buried by the first hit, he'll get KO'd at around 140% damage when the second hit connects. The first hit deals decent shield damage, while the landing deals minor shield damage, but the two hits can now break shields more easily.
  25. Jet Hammer: This attack uses 20 BKB and 100 KBG for all charge levels. An uncharged hit now deals 12% damage. The attack's mechanics have also been modified in that the damage dealt is increased by 0.2 for every frame that passes. It still takes 120 frames to reach full charge, and Dedede takes damage for every 30 frames that he holds the charge, but a fully charged Jet Hammer now deals 40% damage. An uncharged hit KOs Mario on Omega form stage centers at around 148% damage, while a fully charged hit makes the KO at around 14% damage. In fact, a fully charged Jet Hammer now KOs sooner than a fully charged f-smash, but the whole attack still lacks any super armor periods. On a side note, the fully charged hit also deals high shield damage, and performing this attack in the air will no longer weaken the damage dealt.
  26. Dedede Storm: Dedede briefly gains super armor when starting the move, but he loses it once the looping animation begins. The attack also uses a more convenient hitbox that traps fighters more easily. In fact, it's now an unblockable attack, with the fixed knockback hits dealing 2% damage, while the small hitbox that deals good knockback now deals 4% damage. Potentially KOs Mario at around 141% damage if he takes 8 hits.
  27. Topspin Gordo: The Gordo deals 12% damage and has a stronger BKB value. KBG is slightly lower, however. KOs Mario at around 142% damage. The Gordo can only be reflected back at Dedede by attacks that deal at least 5% damage, or by any reflector move.
  28. Rising Dedede: The clean hit deals 16% damage, the first late hit deals 12% damage, and the second late hit deals 8% damage. The clean hit offers better BKB, while the KBG is reduced a bit. KOs Mario at around 115% damage when clean. If Mario is on the center Battlefield platform, the first late hit makes the KO at around 135% damage. All hits deal minor shield damage.
  29. Armored Jet Hammer: This attack uses 100 KBG for all charge levels, maintains its super armor properties, and is now much more practical to use than before. An uncharged hit deals 12% damage, and KOs Mario on Omega form stage centers at around 148% damage. It takes longer to reach full charge, however, with the damage dealt increasing by 0.1375 for every frame that passes, and reaching full charge after 240 frames have passed (2x longer than Jet Hammer). When fully charged, Dedede will take damage for every 15 frames that he holds the full charge, but when released, the attack deals 50% damage, and thanks to a BKB boost that the weaker charges don't have (the full charge has 40 BKB, instead of the 20 BKB that the weaker charge levels use), it's pretty much a guaranteed 1-hit KO against most fighters under normal circumstances. Unfortunately, to keep this attack from being too overpowered, it has more start-up lag than Jet Hammer, and while the super armor does last until the attack hitboxes become active, grab moves bypass super armor. Also, a fully charged Armored Jet Hammer can still be blocked by Counter moves, which can inevitably lead to Dedede getting KO'd, depending on his opponent. On a side note, the fully charged hit also deals high shield damage, and the attack's damage output does not get weakened when performed in the air.
  30. Taste Test: Much like with Inhale, the windboxes are now unblockable. Deals 15% damage when Dedede spits out his target.
  31. Bounching Gordo: This Gordo Throw variant is still the least damaging, but the Gordo now deals 8% damage, and gets a BKB and KBG boost. KOs Mario on Omega form stage centers at around 185% damage, but the KO can be made even sooner when combined with the hammer hit. The Gordo can only be reflected back at Dedede by attacks that deal at least 5% damage, or by any reflector move.
  32. Quick Dedede Jump: While still less powerful than Super Dedede Jump, the meteor smash hitbox can now bury fighters on the ground, and deals 15% damage. The landing hitboxes deal 8% damage. KOs Mario at around 173% damage if he gets hit by the landing hitbox. But if Mario gets buried by the first hit, he'll get KO'd at around 217% damage when the second hit connects. The first hit deals decent shield damage, while the landing deals minor shield damage.
  33. Dash Jet Hammer: This attack now uses a 45 degree knockback angle, 80 BKB, and 60 KBG for all charge levels. An uncharged hit deals 9% damage. Takes 120 frames to reach full charge, with the damage dealt increasing by 0.075 for every frame that passes. When fully charged, Dedede will take damage for every 45 frames that he holds the charge, but when released, he'll deal 20% damage to opponents. An uncharged hit KOs Mario on Omega form stage centers at around 235% damage, while a fully charged hit makes the KO at around 102% damage. The full charge hit also deals decent shield damage, but unlike the other Jet Hammer variants, it's not able to shatter full shields. Damage dealt does not get weakened if used in the air.
  34. Dedede Burst: This Final Smash now does a better job at keeping fighters trapped for the whole duration. The first two hits utilize the Autolink Angle, along with stronger fixed knockback, which makes it nearly impossible for opposing fighters to escape from the third hit. The fourth hit also deals better fixed knockback to keep fighters from trying to perform an aerial dodge to escape the bomb explosion. The bomb deals 19% damage and has a BKB value of 60, while the KBG has been lowered to 100. The whole Final Smash deals a grand total of 50% damage, and can KO Mario at around 17% damage when all 5 hits connect.
This moveset hack also has a high degree of viability in Home-Run Contest, where Dedede can potentially send Sandbag flying over 4500 ft. if he uses the proper attacks, and Sandbag has taken enough damage. The key to sending Sandbag over 4000 ft. involves using one fully charged f-smash, two u-smashes, one d-air, and a fully charged Jet Hammer in the air. However, if any of Dedede's u-smashes send Sandbag flying too high, landing the fully charged Jet Hammer will become impossible, due to the 10 second timer. During my tests, I was able to send Sandbag flying over 4800 ft. (as shown on one of the screenshots).

On an additional note, the buffs to Armored Jet Hammer may also come in handy for any of the Home-Run Contest tickets in Master Orders, but you do need to keep in mind that Armored Jet Hammer takes longer to reach full charge than Jet Hammer.

Hopefully, these changes can help Dedede do better than before. As usual though, certain moves are better than others.

Update

Almost a full day has passed since I've uploaded this moveset hack, and I already have an update for it. This update primarily fixes up a few oversights, and some of Valhalen's suggestions have been implemented too. The changes include...
  1. Standard Attack: The first two hits have received slightly larger hitboxes to reduce the chances of them missing.
  2. F-tilt: Hitbox adjustments have been made, with two of the extended hitboxes being merged into one.
  3. U-tilt: The two hitboxes have been merged into a single extended hitbox, and it lasts two frames longer than before. The extra two frames basically help the attack hit shorter fighters more easily, especially if they acquired a Poison Mushroom.
  4. D-tilt: A new hitbox has been added for the clean hit and late hit, which covers Dedede's body. This reduces the chances of the attack missing opponents at close range. The late hit's hitbox size is also slightly larger than before.
  5. Dash Attack: The length of the attack's clean and late hitboxes have been made longer to reduce the chances of the attack missing at close range.
  6. Rising Dedede: The start-up animation is now shorter than before, which makes it easier for Dedede to take advantage of the move on offense.
  7. Quick Dedede Jump: The start-up animation is now shorter, but not as short as with Rising Dedede. This helps make the attack feel more usable on offense, especially since it can now execute much sooner than Super Dedede Jump. It's still less damaging than Super Dedede Jump though.
With these oversights taken care of, I'm hoping that I'll be all good with this moveset hack now.

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  • 2mo
    Valhalen avatar
    Valhalen Offline
    Member Joined 2y
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    As a Dedede main, I reeeeaaaally like what you did. Though it is a shame you don't usually increase the character's mobility, this feels really empowering. He is not broken, nor a low tier character. It was truly a blessing. Great job!

    However, I'd like to point some things that I still think it need some tweaks. I'll PM you, if that's ok.

    10/10

    Dededisgusting
  • 2mo
    Reflet avatar
    Member Joined 8mo
    525 points Ranked 8602nd
    I like how you made Dedede pose while Dr Mario is falling to his doom in the background. :P
    Smash Mod Aspirant

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Key Author
Mario and Sonic Guy
Member Joined 2y
3,203 points Ranked 1450th
14 medals 2 rare
  • Submitted 50 Skins Medal icon
  • Returned 1000 times Medal icon
  • Submitted 10 Skins Medal icon
  • One month a member Medal icon
  • Reached 1,000 Points Medal icon
  • Received thanks 5 times Medal icon
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Nintendo
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BANDAI NAMCO Games Inc.
Developer
Sora Ltd.
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Sammi Husky
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FITX Creator & Developer
Valhalen
Valhalen Offline
Member Joined 2y
578 points Ranked 7859th
6 medals 1 rare
  • Returned 1000 times Medal icon
  • One month a member Medal icon
  • Returned 100 times Medal icon
  • Thanked 5 submitters Medal icon
  • 6 months a member Medal icon
  • 1 year a member Medal icon
Moveset edit suggestions

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Mario and Sonic Guy avatar
Mario and Sonic Guy See ya later!
Member Joined 2y
3,203 points Ranked 1450th
14 medals 2 rare
  • Submitted 50 Skins Medal icon
  • Returned 1000 times Medal icon
  • Submitted 10 Skins Medal icon
  • One month a member Medal icon
  • Reached 1,000 Points Medal icon
  • Received thanks 5 times Medal icon

Mario and Sonic Guy
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King Dedede
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Moveset Edit

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Date Added
2mo
Date Modified
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