- This article is about King Dedede's appearance in Super Smash Bros. Brawl. For other uses, see King Dedede.
King Dedede, also known as just Dedede (デデデ, Dedede) in the Japanese release, is a playable character in Super Smash Bros. Brawl. King Dedede is a recurring villain in the Kirby series. He is an anthropomorphic blue penguin whose main weapon is his massive wooden mallet, which has now been mechanized. King Dedede has been classified as a "Super-heavyweight", alongside Bowser and Donkey Kong; however, he is capable of puffing up for multiple jumps, like Kirby and Jigglypuff. He was confirmed on October 25, 2007 on the Smash Bros. DOJO!! site.
Pros & Cons
- Forward Smash is one of the most powerful non-special moves in the game. It can KO most characters when they are at 50% (if it hits on the center of the mallet), especially featherweight-lightweight characters.
- Down throw can lead to Tech-chase chain throws that are impossible to escape for some characters.
- Many high-knockback long ranged moves.
- Four mid-air jumps
- Back Throw has killing potential.
- Overall hard to knockout, since he is heavy he can't be knocked out off the top easily, his four mid-air jumps make it hard to KO him horizontally, and the Super Dedede Jump helps prevents bottom KOs.
- Good Projectiles that stay on the stage and can absorb other projectiles. Chance of higher powered projectiles is fairly high. *Except for Gordos, projectiles cannot be properly reflected.
- Waddle Doos do an attack on the ground that can do 27 damage if the full shock attack (similar to Pikachu's forward smash) hits.
- Even if the hammer from the forward smash doesn't make actual contact with the opponent, slighter damage and knockback can still be done as long as the opponent is close to the end of the hammer, somewhat like a small shockwave.
- Short-hopped aerials can have a devastating effect and are not nearly as slow as smash attacks. (Slightly slower than tilts)
- Can Infinite Combo against walls with Down throw.
- Can perform Dededecide
- Like Kirby, King Dedede's Inhale can also suck in and swallow items.
- Can fit two Back-Airs into one short hop
- Has 3 fast and high knockback finishers, his up-tilt, Back-air, and Down Smash.
- One of few characters who has a running attack with deadly knockback.
- Super Dedede Jump can Meteor Smash opponents who attempt to air combo and has Super Armor frames during ascent.
- Plays a very good defensive game due to the fact that he has a large grab range, disjointed hitbox, and his Waddle Dees can protect him from projectiles.
- Great for fighting other heavyweights, due to his long, disjointed hitbox, extra jumps, long range projectiles and normal attacks, most of which all the other heavyweight characters lack.
- Dash attack and down-tilt are useful for edge-guarding
- Due to his long range attacks, he can use his Forward-Tilt, Down-Air, or Up-Air attacks to damage opponents that would be invulnerable otherwise, such as opponents carrying the Hammer, or the Golden Hammer.
- Super Dedede Jump has long vertical recovery
- Down throw has set knockback and is also a semi-spike.
- Third slowest dash speed in the game along with Zelda.
- Has the slowest horizontal aerial speed in the game, making it hard to maneuver him in the air.
- Large size makes him an easy target.
- Super Dedede Jump can only recover at certain angles. He cannot auto-sweetspot the ledge unless he cancels in midair.
- Even at high percentages, opponents can break out of his Inhale quite easily, making Dededecide difficult.
- Easy to combo and juggle.
- Predictable recovery.
- Smallest multi-jumps in the game.
- A lot of lag on hammer-based attacks (excluding tilts).
- Running attack has a lot of lag before and after the attack.
- If Super Dedede Jump is canceled close to the ground, the landing lag is extremely large and easily can be taken advantage.
- Using and holding Jet Hammer makes King Dedede vulnerable until the attack is released, and charging it slowly damages himself (after a certain amount of time) until released.
- If Super Dedede Jump hits a ceiling it will automatically cancel and put King Dedede into his helpless state.
- High crouch, cannot duck under many attacks.
- Awkward to hit with his forward Air attack
- Up smash is weaker and slower than the up tilt
- bad against lighter characters who can tech his down throw chain throws.
Role in Subspace Emissary
It is revealed on the DOJO!! that King Dedede was involved in helping the takeover of the battleship Halberd by the Subspace Army. During this time, Dedede learns of Tabuu's Off Waves and spends the rest of the story you see him in preparing for them.
The first time King Dedede is shown, he uses his Waddle Dees to ambush an unsuspecting and cowardly Luigi and turn him into a trophy. Then, as Wario approaches on his Cargo carrying two trophies (the princess that was not saved from the arena and Ness), he tries to take the new Luigi trophy and is suddenly ambushed by a herd of Waddle Dees who throw Luigi into the sled. King Dedede then steals the sled with the trophies in tow. Later, Dedede rides past Mario, Link, Pit and Yoshi. King Dedede originally tries to steal Mario and Pit/Link and Yoshi as trophies, but Kirby rescues them and King Dedede rides off, trying to escape them. Seeing that King Dedede has apparently kidnapped their friends, the party gives chase to Dedede's hiding place; his castle.
Once inside, King Dedede is seen treating the trophies with surprising kindness. He takes out two badges with his likeness on them and places them on Luigi and Ness. However, he realizes that he does not have one to give to the princess, so he sadly places the one he was wearing on her. The badges' effects are not immediately seen, which may be confusing to some viewers (one might be led to believe that he may have done this simply to mark them as his property). As King Dedede looks proudly at his trophies, Bowser and his minions break open the ceiling. The falling debris knocks King Dedede out cold and buries him, Ness and Luigi under rubble. Shortly afterwards, two R.O.B.s arm and detonate a Subspace Bomb outside of the castle, trapping King Dedede and his friends in Subspace.
Eventually, Luigi and Ness are revived thanks to the Dedede Badges. Ness makes the connection that King Dedede was the one who created the badges and therefore revived them, so he revives the King. Glad to see that they are okay, and that they revived him, King Dedede sets out with his two companions to save everyone from Subspace. Eventually they encounter Bowser's trophy, and King Dedede revives Bowser, but the Koopa King attacks him. King Dedede fights him alone and wins the fight, then revives Bowser again, but when Bowser tries to attack again, King Dedede stops him by batting the Koopa's nose. He then points out the Master Hand lying on the ground and the staircase leading upward, telling him that they should fight Tabuu instead of each other. King Dedede also finds his rival, Kirby, but is actually happy to see him alive (giving him a big hug when he sees him, then dragging him off to Tabuu's residence). While King Dedede is walking up a staircase, Wario attacks him (probably payback for stealing his ride). However, Wario backs off when he realises that two characters he turned into trophies, Luigi and Ness, can aid King Dedede, outnumbering Wario. Wario then stops messing with them physically, but messes with them by riding his bike up, showing off the fact that he can get up there faster. Wario casually joins the group after they show him where Tabuu is. King Dedede joins the rest of the characters for the rest of the story.
Event 1: Two Trouble Kings - The player plays as Mario and faces the team of Bowser and King Dedede in single player and alongside Kirby in co-op.
Event 15: Hammer of the King - The player is a tiny King Dedede. With the help of two other tiny, CPU-controlled Dededes, you must defeat a giant, metal Dedede. Completing this event unlocks "King Dedede's Theme."
Co-Op Event 3: Fastest, Shortest, Sudden Death - The players control King Dedede and Yoshi. In 10 seconds, the player must defeat as many enemies as possible, while making sure at least one fighter stays alive. Matches Events
- Neutral Attack - Two swipes with the hammer, then extends it and spins. Can deal a large amount of damage, but the spinning part is easily DI'd out of. If the "Attack" button is held during the spinning part, the spin can be held indefinitely. 6% for the first hit.
- Dash Attack - Trips and belly-flops forward, like he does in several Kirby games. A good deal of starting and ending lag, but deals a large amount of damage and has a long range. 16%
- Forward tilt - Extends his hammer forward and spins it. This has the furthest reach of any non-projectile ground move, it can "poke" players at a far reach, good for a quick hit from a slow character. 6% for hitting.
- Up tilt- Sets his hammer on the ground momentarily and jumps a little upwards, headbutting. Strong, quick attack. It has better knockback than his uncharged Up Smash. 12%.
- Down tilt- He extends just one of his legs and sweeps the ground with it. Quick attack with decent knockback.
- Side Smash - Swings his hammer over his head at the ground in front of him. Extremely slow, but very powerful. 24% Uncharged, 33% Fully charged.
- Up Smash - Pulls back the hammer then swings vertically upwards from in front of him. Fairly slow but high damage. Hitbox covers the area in front of and behind Dedede, as well as above him. 14% Uncharged, 19% Fully Charged.
- Down Smash - Pulls back the hammer and then swings it horizontally along the ground. Fairly quick, and launches upwards. Can setup some aerial combos at lower percents. 15% Uncharged, 21% Fully charged
- Ledge Attack - Pulls himself up and as he is about halfway up, he quickly kicks out with his foot at the ground in front of him.
- 100% Ledge Attack - Slowly pulls himself up, and when he is most of the way pulled back onto to the stage, quickly swings his hammer over his head down in front of him.
- Floor Attack - Quickly kicks to the side his feet are facing, then kicks in the other direction.
- 100% Floor Attack - Swings his hammer in front of him, then sticks his hammer behind him and spins it.
- Neutral Aerial - Bellyflop. Sticks his arms out and legs back, attacking with his large stomach. Long duration, quick to come out, and not a lot of knockback. Has properties similar to a Sex Kick. 12% for First hit, 7% for falling from above.
- Forward Aerial - Swings hammer upwards in front of him. A little slow and hard to hit with, but a very solid hit. 15%
- Back Aerial - Sticks a leg out behind him, kicking with it. Long duration, good knockback, damage, range, and speed. Has properties similar to a Sex Kick. 13%
- Up Aerial - Sticks his hammer above him and spins it. Multiple hits, good for racking up damage. Deals 19% damage at maximum. Final hit deals decent vertical knockback. Minimum 2%, Maximum 19%
- Down Aerial - Similar to his Up Aerial, just below him. Deals about 17% damage at maximum. Minimum 2%, Maximum 17%
Grabs and Throws
- Pummel - Lays his hammer on the ground and headbutts them. 3% per hit.
- Forward Throw - Hits opponent with hammer. 12% damage.
- Back Throw - Hits opponent with hammer behind himself. Best throw damage wise, it deals 16% damage.
- Up Throw - Hits opponent upward by sticking both his hands upward. 9% damage.
- Down Throw - Slams opponent on ground and sits on top of them. Great for chain grabs except some of the lighter characters. 8% damage.
Power up his hammer attacks with [Battering] and [Weapon] Damage boosts. Due to the large amount of lag behind several of his attacks, give Dedede a large Flinch Resistance powerup to decrease the chances of his attacks being interrupted.
The following stickers can only be used by a few characters including Dedede:
- Cell Phone: [Slash] Resistance + 4
- Dyna Blade: Launch Resistance +46
- Gordo: [Throwing] Attack + 5
- Hot Head: [Flame] Attack +10
- King Dedede & Kirby: [Specials: Direct] Attack +21
- King Dedede (Kirby Super Star): [Leg] Attack +28
- Kirby (Kirby 64: The Crystal Shards): [Body, Spin] Attack +22
- Kirby (Kirby Air Ride): [Arm, Leg] Attack +17
- Maxim Tomato: Maxim Tomato Effect +50
- Meta Knight Ball: Launch Power + 8
- Nruff: [Body, Spin] Attack + 5
- Starman (Kirby: Squeak Squad): Launch Power +33
- Whispy Woods: [Weapon] Attack + 4
- King Dedede (Kirby: Squeak Squad): [Throwing] Attack +30
Up: Hoists his hammer above his head and pumps it up and down. Oddly, the sound is out of synch with the movement if he does it while facing left.
Side: Holds his hammer at body level and spins it while laughing.
Down: Dances in a circle while drumming on his belly.
Crouching Position: He lies on his side, supporting his head with his hand and looking at the camera. This is widely considered to be another taunt for Dedede due to his unique and entertaining posture
Gets carted in on a boxing-ring styled throne by four Waddle Dees, who disappear when King Dedede jumps off.
- Pats his stomach.
- Holds his hammer over his right shoulder.
- Victory Theme: Kirby Victory Theme
- Pats his belly while a Waddle Dee stands in front of him
- Spins his hammer and looks at the screen
- Slams his hammer down on his left side, does the same with his right and smiles
A hammer slam is heard, and Dedede laughs.
- King Dedede's Theme
Snake's Codec Message
- Snake: Look at the size of that hammer...
- Colonel: That's King Dedede you're fighting, Snake.
- Snake: Dedede? You mean it's not a penguin, Colonel?
- Colonel: He's the King of Dreamland. Well, so he says, anyway.
- Snake: Are you sure he's not a penguin?
- Colonel: One full swing from that hammer can level an entire building.
- Colonel: It may look like just a big wooden mallet, but it's actually outfited with special mechanical systems like turbo jets and precision bearings to boost its effectiveness.
- Snake: I don't think I could even lift that thing. And he's swinging it around like it was nothing...
- Colonel: But he also leaves himself wide open. Just make sure you avoid the swing, Snake.
Strategies & Tips
- Never use the "stortcut" (Left Control Stick/C-Stick) for smash attacks except for his down smash. Charge Dedede's smashes so that they are timed correctly as a missed smash attack leaves Dedede VERY open.
- Waddle Dee Throw should be used often, it is a great distraction technique because your opponents will have to deal with the Waddle Dees on the field. It is also a projectile that cannot be reflected properly, and there is a fairly high chance of pulling a Gordo, which flies in a higher arc and can KO at fairly low percentages. This move is also good for breaking the Smash Ball, as Dedede's slow movement makes it difficult for him to catch the Smash Ball without a projectile.
- Waddle Dees can be used defensively, as a Waddle Dee can absorb the blow from almost any other projectile attack in the game. They also prevent many attacks being used as approaches, like Captain Falcon's Raptor Boost, Ganondorf's Flame Choke, and Ike's Quick Draw.
- Do not underestimate the potential of Dedede's Inhale. When used correctly it can disrupt opponent's combos, open up several aerial combos, and Dededecides. A key moment to use the Dededecide is when an opponent is attempting to edgeguard, and you are above. As long as you are already falling over the edge when you inhale the opponent, the opponent will rarely have time to escape quickly enough at any percentage before you both fall off the stage (or at least get low enough to where their recovery will not make it back to the stage).
- Dedede's Down Throw can chain-grab against all but the lightest characters. To do this, grab and down throw, and immediately chase the opponent. Use a running Shield-Grab to re-grab them. Due to the fact that the Down Throw has set knockback, does not knock over middle to heavy-weight characters, and Dedede has a huge grab range (the best in the game with exception for long-range grabs, such as Link and Samus), this will allow for another grab almost all of the time if done correctly. Beware lighter characters, however, as they are knocked over, and thus can tech-roll away and have enough time to attack you before your grab can go off. If you chain throw your opponent entirely off of the stage, a Forward Tilt can be used to get some extra damage in.
- Dedede has a very powerful defensive game. He has a large grab range, an un-reflectable projectile that also absorbs other projectiles, and long, disjointed range on many of his hammer attacks, especially the Jab, Downsmash, and Forward Tilt. Take advantage of this to force your opponent to approach you, then punish his approach with a shield-grab, Forward Tilt, or Jab Combo. Shield grab is the best of these options, as it allows you to chainthrow across the level, racking up a good amount of damage and setting up for an edgeguard.
- Dedede has an excellent recovery if used properly. Always make sure you start his Super Dedede Jump far enough away from the stage not to get caught under the lip, but close enough to get back on the stage. It has massive vertical height, however, so do not worry about sinking too low on the level, as long as you stay above the blast line. Multiple jumps, heavy weight, and a good Up Special Move make Dedede very difficult to KO.
- When it comes to KOing, Dedede's best options are his Back Aerial, his Down Smash, and his Up Tilt. These moves are fast and have high power. Forward Aerial is also very powerful to chase your enemy when he's trying to get back off screen. Dedede's Forward Smash can KO at very low percentages, but is very difficult to pull off, so use it sparingly. Gordo is also a powerful method of KO, but not a reliable one due to its random appearance.
- In Sudden Death, a Waddle Dee/Doo or Gordo will automatically KO - and in a two player match, it can usually hit if used at the very start.
- When King Dedede gets a Hammer or Golden Hammer, he swings both his own hammer, and the Hammer/Golden Hammer together, alternating swings for each hammer. While he will still swing both his hammer and the stick of the hammer if the head falls off or both his hammer and the useless one if a Golden Hammer is squeaky, his hammer will not do any damage.
- King Dedede's role in The Subspace Emissary, appearing to be evil at first but turning out to have good intentions in the end, is very characteristic of his roles in the Kirby games.
- In the final DOJO!! update, it is revealed that King Dedede's voice acting is provided by none other than Masahiro Sakurai himself. He also did Dedede's voice in Kirby 64: The crystal shards.
- Dedede has made a cameo in SSB and SSBM, seen flying in the back of Dream Land.
- The crowd chant for Dedede in the American version is "King Dededede". They say "De" four times, rather than three. In the Japanese version, the crowd chants "Dedede, Dedede, Dedededededede", saying "De" seven times in the final chant.
- In Japan, His Name is Pronounced "dAydAydAy" in America his name in pronounced "DDD"
- King Dedede's page at Smash Bros. DOJO!!.
- Screenshots of King Dedede and the rest of The Subspace Emissary characters