King Dedede Buffed

A Mod for Super Smash Bros. (WiiU)

Updates

Game fileParentSubmitterStats
  • Improvement Updated the down tilt's hitboxes so that they cover a blind spot that existed in the previous revisions.
Version 4a 4mo
  • Improvement Made various improvements and adjustments to some of Dedede's attacks. Refer to the hack's description for more details.
Version 4 4mo
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.

4/20/2018 Update

I've recently gotten back to modifying King Dedede's moveset even further. This update affects the following moves...
  1. Neutral Attack: Dedede can now transition over to the second hit and infinite more quickly. The ending hit also receives an extra hitbox and less start-up lag, but the KBG is reduced slightly as a drawback. The whole attack can KO Mario at 171% damage if he takes the first two hits, 10 hits from the infinite, and the ending hit. It should be noted, however, that even if Dedede lands the first two hits, some fighters can still interrupt (Little Mac and his n-air), escape from (Yoshi and his mid-air jump's heavy armor), and even block (Sheik and Greninja) the infinite before it begins.
  2. F-tilt: Adjusted the attack's ending lag duration.
  3. N-air: The clean hit now activates on frame 5. Ending lag is also reduced a bit more.
  4. F-air & U-air: The ending lag duration for both attacks have been reduced.
  5. Gordo Throw: Adjusted the frame periods where the Gordo's damage output will decrease, and set the hitbox size back to its original value (3.5).
  6. Super Dedede Jump: Along with super armor periods, Dedede also receives damage-based heavy armor periods (with a damage threshold of 10), but he'll lose the armor if he transitions over to his helpless state, or lands on the ground. The landing period also has less ending lag, but only if Dedede isn't in a helpless state before touching ground.
  7. Jet Hammer: Dedede now gains a damage-based heavy armor period (with a damage threshold of 10) if he releases a full charge, making it more difficult to interrupt. The weaker charge levels, however, receive no armor at all.
  8. Dedede Storm: The start-up duration has been adjusted, and maintains the super armor. When the looping frames begin, Dedede receives heavy armor (with a damage threshold of 10) until he ends the move. Offensively, the attack is now more consistent with its damage output against opposing fighters, dealing 17 hits that add up to 20% damage dealt. After the final hit is made, the attack will transition back to the looping hits after 8 frames have played. The hitboxes are unblockable, and can KO Mario at 135% damage if he takes 20% damage from the 17 hits.
  9. Topspin Gordo & Bouncing Gordo: Modified the hitbox sizes so that they're back to their original values (3.5).
  10. Rising Dedede: Dedede receives a heavy armor period (with a damage threshold of 10) after the super armor ends. The animation that occurs before entering the helpless state also plays faster, making it less likely that Dedede will mess up his landing, and suffer from the landing failure's long landing lag.
  11. Armored Jet Hammer: When fully charged, Dedede gains a brief damage-based heavy armor period (with a damage threshold of 20) after the super armor is turned off. The weaker charge levels only have a super armor period.
  12. Taste Test: The start-up and spitting animations are shorter than before.
  13. Quick Dedede Jump: Much like with Super Dedede Jump, Dedede receives damage-based heavy armor periods (with a damage threshold of 10) when the super armor turns off. The landing period also receives less ending lag, but only if Dedede isn't helpless before touching ground. If Dedede transitions over to his helpless state, he loses the armor, but the animation that plays before becoming helpless is faster, making it less likely that Dedede will mess up his landing, and suffer from the landing failure's long landing lag.
  14. Dash Jet Hammer: The full charge now has a damage-based heavy armor period (with a damage threshold of 10) when released. The weaker charge levels have no armor at all.
  15. Dedede Burst: I've had to study the script data for this attack more closely to know how it operated. The first two hits still use the 367 autolink angle, but the third and fourth hits are now weight independent. The bomb's explosion also receives a larger hitbox size. Capable of KOing Mario at 15% damage if all 5 hits connect. During a standard smash match, the knockback dealt will always be strong enough so that pretty much any fighter caught in the attack can't escape it at all under normal circumstances. However, different knockback statistics are used during a giant or tiny special smash. When used during a giant special smash, Dedede Burst is capable of KOing fighters, regardless of their current damage, thanks to the amount of knockback that's dealt with the third hit. Sadly, Dedede Burst won't work properly during a tiny special smash, as it uses the very same knockback stats that are used during a giant special smash, and even if the knockback was made weaker, fighters could either air dodge the remaining hits, or be out of the bomb explosion's range. Simply put, while Dedede Burst will function properly during a standard smash or giant special smash match, don't expect it to help you during a tiny special smash bout.
I also tested this moveset hack further in Home-Run Contest, and found a way to send Sandbag flying past the 6000 ft. mark. You have to perform two d-smashes, an f-smash, a u-smash, a d-air, a u-tilt, and a fully charged Jet Hammer, in that very order. Smash attack charging does have to be done during the process, but the goal is to get Sandbag's current damage over 160% after landing Jet Hammer's full charge. Also, the amount of momentum that the Sandbag has left after taking the u-tilt does play a factor in how far the fully charged Jet Hammer sends it flying, since you could fall short of reaching the 6200 ft. mark if Sandbag is not in the right position. Lastly, under certain conditions, it's possible to send Sandbag flying past the 6300 ft. mark. So in a way, Dedede ends up becoming a rival to Roy in Home-Run Contest, but has to put in more effort if he wants Sandbag to fly past 6000 ft..

Any attacks that I didn't mention will operate the same way as in version 2. Also, no new updates for Dedede's parameter data, so the Jet Hammer mechanics and the damage threshold for reflecting a Gordo are the same.

Version 3a Update

After releasing version 3, I apparently came across an interesting incident involving Dedede Burst. When the Final Smash begins to read the FinalSwing command, the Asynchronous_Timer point, where the Body_Collision(State=0x2) action is read, has to have its frame value set to 0, or else Dedede will end up having a brief period where his Final Smash can be interrupted before he has a chance to attack.

This small update simply fixes up that oversight, and as such, Dedede is completely intangible while using Dedede Burst again; he can only be affected by attacks that can pierce through intangibility.

Everything else remains the same as in version 3.

Version 4 Update

A new update is now available for this moveset hack. This update modifies some of Dedede's attacks further.
  1. F-tilt: Some knockback angle adjustments have been made to two of the looping hitboxes, but the head will still autolink aerial targets. Also, the final hit's hitlag multiplier has been reduced. KOs Mario at some point after 160% damage when he's placed on the center of an Omega form stage, and takes all 7 hits.
  2. U-tilt: The extended hitbox has been split back into separate hitboxes. Still KOs Mario at 124% damage.
  3. Dash Attack: The super armor period will now change into damage-based heavy armor (with a damage threshold of 15) when the attack's hitbox activates. The clean hit and late hit also experience a damage buff, with the clean hit dealing 20% damage, and the late hit dealing 15% damage. However, the late hit does have its KBG reduced along the way. When Mario is placed on the center of an Omega form stage, the clean hit can KO at 78% damage, while the late hit can KO at 118% damage.
  4. F-smash: Some hitbox adjustments have been made. The second hit's knockback angle is also more vertical. The first hit still KOs Mario at 55% damage when he's placed on the center of an Omega form stage, and has no freeze frames. The second hit now KOs Mario at 158% damage.
  5. U-smash: Some hitbox adjustments have been made. The single frame hitbox has been extended further to cover any possible blind spots. Still KOs Mario at 88% damage.
  6. D-smash: All extended hitboxes have been split into separate hitboxes. Still KOs Mario at 98% damage when he's placed on the center of an Omega form stage.
  7. F-air: Increased the size of the hitboxes, extended their frame duration, and increased their KBG slightly. Ending lag is also shorter. KOs Mario at 118% damage when he's placed on the center of an Omega form stage.
  8. B-air: The extended hitbox has been split into separate hitboxes, which now activate on frame 16, and last for 5 frames. KBG is also slightly stronger. KOs Mario at 95% damage when he's placed on the center of an Omega form stage.
  9. U-air: Increased the size of the hitboxes, and modified the looping hitboxes so that even the hammer's handle can autolink aerial targets, but the head still has the highest priority. Also, the first hit now deals 2% damage, but the remaining looping hits will still deal 1% damage until the final hit activates on frame 24. KOs Mario at 112% damage when he's on the center Battlefield platform, and takes all 8 hits.
  10. D-air: The attack now hits on frame 13, and the meteor smash hitbox is now attached to the hammer head. Another hitbox has also been added onto the handle, which also meteor smashes. KOs Mario at 122% damage when he's on the ground. Additionally, the attack's ending lag has been reduced, which enables the auto-cancel window to arrive sooner.
  11. F-throw: Hitbox adjustments have been made for the hammer. The size of the single frame hitbox that's used to hit fighters who are placed below the hammer's hitboxes, has also been increased. KOs Mario at some point after 105% damage when he's placed on an Omega form stage's edge.
  12. B-throw: Hitbox adjustments have been made for the hammer. Additionally, a new single frame hitbox has been added, which is attached to bone ID, 0x1A. KOs Mario at around 115% damage when he's placed on an Omega form stage's edge.
  13. Super Dedede Jump: The first super armor duration now begins on frame 0, ensuring that even if an attack pierces through the intangible period, it still won't interrupt the jump.
  14. Rising Dedede: The first super armor duration now begins on frame 0. The clean hit still KOs Mario at 115% damage, while the late hit's clean period still KOs Mario at 135% damage when he's on the center Battlefield platform.
  15. Quick Dedede Jump: The first super armor duration now begins on frame 0.
On an additional note, Dedede's viability in Home-Run Contest has improved further. The attacks that the player should use remain the same as in the version 3 revision. But with the d-air's ending lag now being shorter, Dedede can do a low altitude d-air with less risk of entering a landing lag period; this helps Dedede transition over to the u-tilt more quickly. Additionally, the d-air's ending lag reduction can potentially enable Dedede to send Sandbag flying past the 6500 ft. mark if Sandbag's current damage increases to 165% after taking the fully charged Jet Hammer.

All the other attacks remain the same as in version 3a.

Version 4a Update

This update is a minor one, but it fixes up a dilemma that Dedede's d-tilt has. There's a blind spot in between the two hitboxes, where fighters can avoid getting hit if they're tiny enough. One of the hitboxes has now been extended so that the blind spot is fully covered. Damage and knockback for the clean and late hits remain unchanged.
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