The Official Super Smash Bros. Thread: Part 8 [Check first post for friend codes] - Page 24


 Topic: The Official Super Smash Bros. Thread: Part 8 [Check first post for friend codes]
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Poll: Should Zelda and Sheik become separate characters?
62 vote(s) since August 6, 2008 05:55
Yes (32) (52%)
No (30) (48%)
  Posted on July 31, 2008 00:12
Zure
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#346
Going online, if anyone cares...

@PJ: Add me for now.
  Posted on July 31, 2008 00:16
shobuu
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#347
firemario can you please change my mains to
Donkey Kong,Marth,Snake,Link,Samus
Proud Samus,Marth,Snake,Toon Link,Link,Mr.Game&Watch,Jigglypuff,Sheik and
Donkey Kong Mainer
Credit Goes To Inraika For Signature
DJ Johan Gielen & Svenson-Twisted
SSBB-Friend Code-1461-5865-4521
  Posted on July 31, 2008 00:17
Inraika
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#348
Quote by NarutardIsPwnzor
Soon Inrai.
I'm adding the finishing touches to my guide.


I wanna see it when your done ^ ^
Latest
  Posted on July 31, 2008 00:17
pjca
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#349
Quote by Zure
Going online, if anyone cares...

@PJ: Add me for now.

why you would to play with me now?

Thamks Inraika for the Olimar and Pikachu sig
Quote by Zure
That's called professional brawling...*Zure approves to advanced spam now*
He is faster than most Pika's I've seen so far.

Brawl Name: Paulo BrawlFC: 0860-3321-5384
Power Rangers GO!!!
  Posted on July 31, 2008 00:17
SmashBrosThread
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#350
Link *If your gonna post*
Narutard *If your done with the guide*
Zure *If you join my room*

Brawl?

Don't Click the Sig.
  Posted on July 31, 2008 00:25
Inraika
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#351
Ok I need some info on Territory Wars.. wtf is going on with it? I dont care when it starts, take your time. But I just want some more info.
Latest
  Posted on July 31, 2008 00:27
pjca
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#352
Blitz
i need to figth vs your ganon

Thamks Inraika for the Olimar and Pikachu sig
Quote by Zure
That's called professional brawling...*Zure approves to advanced spam now*
He is faster than most Pika's I've seen so far.

Brawl Name: Paulo BrawlFC: 0860-3321-5384
Power Rangers GO!!!
  Posted on July 31, 2008 00:28
Tippy
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#353
Who wants to help me get into the brawling spirit again?

I lost my GFX skills overnight. =/


  Posted on July 31, 2008 00:31
Inraika
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#354
@Pjca, Why?

@Tippy, But, But! Your the Best GFXer here
Latest
  Posted on July 31, 2008 00:33
pjca
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#355
Quote by Inraika
@Pjca, Why?

when i fight i basic brawl i figth a lot of times vs ganondorfs
they beat me a lot of times
but later, i decide to kill people who main ganon

Thamks Inraika for the Olimar and Pikachu sig
Quote by Zure
That's called professional brawling...*Zure approves to advanced spam now*
He is faster than most Pika's I've seen so far.

Brawl Name: Paulo BrawlFC: 0860-3321-5384
Power Rangers GO!!!
  Posted on July 31, 2008 00:36
Rock-Lee-Forever
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#356
Well From Playing DKC3
Trying to get 103% Might not work for me though
Took Me 21 mins just to get 9% of the game complete
So Does Anyone want to brawl?


Winner Of Galactic Tournaments
1.Mrssandes{Sandai Kitetsu}
  Posted on July 31, 2008 00:36
NarutardIsPwnzor
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#357



Table of Contents:
I. Intro
II. Pros and Cons
III. Jabs and dash attacks
IV. Tilts
V. Smashes
VI. Aerials
VII. Specials
VIII. Grabs/Throws
IX. Final Smash
X. Taunts
XI. Techniques
XII. Strategies
XIII. Stage counterpicks (Under construction)
XIV. Character match-ups (Under construction)

I. Intro
King Dedede is the primary antagonist of the Kirby franchise. Although greedy and selfish, he also assists Kirby in some games. In Brawl, Dedede seems to be limited due to his speed. This inherent weakness can be overcame by the usage of Dedede’s quicker attacks, sturdy defenses, and his incredible range.

II. Pros and Cons
Pros:
- One of the heaviest characters in the game.
- Good recovery
- Incredible range
- High priority overall
- Insane power
- Good aerials including a wall of pain
- Useful projectile
- Amazing grabs including a very useful chain grab on over half the cast

Cons:
- Big target
- Easy to combo
- Predictable recovery
- Slow running speed and smash speed

(NOTE: Highest damage means that that is how much damage the attack will do the first time it is used. Using it too much will result in what is known as the stale move effect and the attack will gradually become weaker.
NOTE: KO potential refers to what percent Mario will die from the center of Final Destination.)

III. Neutral A – The jab:
Highest damage: 6% -> 5% -> 2% per hit
Range: Small
Knockback: None
My opinion: It’s okay a couple of times, but after an opponent gets used to it, they can easily just DI out of the final jab. So more often that not, it helps to jab cancel. To do this, just press down after the first or second jab (Quickest way to cancel it) and then immediately follow up with a down tilt, down smash, up smash, or neutral B.

Dashing attack:
Highest damage: 16%
Range: Good
Knockback: Good (KO’s at around 100%)
My opinion: I don’t use it too much because it is the slowest dash attack in the game. If you miss with it, you’ll probably be punished. Oh, and it’s pretty easy to miss with. However, with small characters that can’t be chaingrabbed, you can sometimes anticipate which way they will may roll away after a down throw and follow up with a dash attack as they are getting up. Usually, they like to roll away from Dedede so a well timed dash attack can catch them off-guard and even get an easy KO.

IV. Tilts
Forward Tilt:
Highest damage: 12%
Range: Excellent
Knockback: Low (KO’s at around upper 200’s%)
My opinion: Dedede shuts down a lot of approaches with this. It doesn’t look too strong at first (And well… it’s not) but it has such great range making it difficult to reach Dedede on ground. It can be used to poke others and they won’t even be in range to hit you back. Good attack used to keep your opponent at bay.

Down Tilt:
Highest damage: 10%
Range: Good
Knockback: Good (KO’s at around 135%)
My opinion: Similar to the forward tilt. It is normally used to poke the opponent away from you. Though it has deceptively good range, it is not as long as the forward tilt. To make up for this, it has a lot more knockback and can even be used to KO at higher percents.

Up Tilt:
Highest damage: 12%
Range: Average
Knockback: Great (KO’s at around 105%)
My opinion: What a great multi-purpose move. First off, it is Dedede’s best KO move. It comes out quickly and has little lag. It has deceptive range and good priority (If someone uses a smash attack on you from behind, the up tilt will completely neutralize their attack). At low percents, it can be used to combo. Turn tap jump off and be ready to use this move when needed.

V. Smashes
Forward Smash:
Highest damage: 24% uncharged (KO’s at around 40%), 33% charged (KO’s at around 20%)
Range: High
Knockback: Amazing depending if you hit the sweetspot
My opinion: Some people depend on this move for being so powerful. Some people ignore this move for being too slow. However, it does help to use it in moderation. If your opponent doesn’t see it coming or is trying to recover, one hit from this move can instantly put you up one stock! Though if you miss, you can be punished. Luckily, this move has very good range and an opponent may not even be able to get to you in time. It’s definitely not going to hit most of the time but just remember that one bad move from the opponent can determine the entire match with this move.

Down Smash:
Highest damage: 15% uncharged (KO’s at around 115%), 22% charged (KO’s at around 75% charged)
Range: Good
Knockback: Good
My opinion: Good power, range, speed… though not as good as I’d like it to be. This is a nice move though, probably his best smash. You’ll probably find yourself using it a lot as do I.

Up Smash:
Highest damage: 14% uncharged (KO’s at around 115%), 21% charged (KO’s at around 75% charged)
Range: Average
Knockback: Good
My opinion: This move has pretty good power and is nice because it surrounds Dedede’s entire body. However, I don’t find myself using this move often because I much more prefer his up tilt. However, using the up tilt too much weakens its KO potential so that’s where the up smash comes in.

Above sig by the amazing Inraika
  Posted on July 31, 2008 00:37
NarutardIsPwnzor
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#358
VI. Aerials
Neutral air:
Highest damage: 12%
Range: Low
Knockback: Low (KO’s at around 170%)
My opinion: Hard to hit with and overall not very useful. It should only be used if you need to use a move very quickly since it has no lag and can get you out of combos.


Forward air:
Highest damage: 15%
Range: Good
Knockback: Good (KO’s at around 130%)
My opinion: This move is strong and was a wide hitbox. Though it isn’t that fast and comes with a bit of lag. A hit with this move off the ledge though means trouble for your opponent. Overall, a very useful move, I just wouldn’t use it too much while the opponent is grounded.

Back air:
Highest damage: 13%
Range: Great
Knockback: Good (KO’s at around 130%)
My opinion: Dedede’s best aerial by far. One of the best aerials in the game in fact. It has great power, speed, priority, and can be used to form a wall of pain. This is my most used move and is even one of his best KO moves if you can connect a hit with it off the stage. Only problem is that if you use it too much, the opponent can shield it and take advantage of its landing lag. Just be sure to short hop this move most of the time.

Down air:
Highest damage: 12-17% depending on how many rotations you hit with
Range: Good
Knockback: Low (KO’s at around 160%)
My opinion: Good damage, range, and priority. The problem with it though is if you reach the ground before the move ends, the ending lag is horrible. With a full jump plus a down air, you may be able to hit your opponent and reach the ground after the move ends avoiding the lag. When you are in the air coming down, I normally don’t use this move to fight back since it’s such a long lasting move and I may hit the ground too soon. It’s better to dodge your opponent or get behind them and back air. Or you can use a down air if you’re really high up.

Up air:
Highest damage: 12-17% depending on how many rotations you hit with
Range: Good
Knockback: Average (KO’s at around 145%)
My opinion: Just like the down air but with more damage and knockback. There are many hitboxes making it more difficult to dodge against. Though, there is ending lag and you probably won’t find too many opportunities to use this move during a match.

VII. Specials
Neutral B - Inhale:
Highest damage: 10%
Range: Good
Knockback: Very low
My opinion: Good to use if your opponent is caught off guard. It has pretty good range and shoots them out right where you can hit them with a forward air. You can also shoot them off the stage and use inhale again and hope to catch them in. Or you can also use this to suicide. More info on that in the strategy section.


Forward B – Waddle Dee Throw:
Highest damage: 5% (Waddle Dee), 7% (Waddle Doo), or 23% (Gordo)
Range: Good or in the Gordo’s case, great
Knockback: Low (Dee), Average (Doo), or great (Gordo)
My opinion: One of the best projectiles in the game no doubt. It can be used to chip in damage, to stop opponent’s approaches, and to even act as a shield against enemy approaches! It can also be used to keep edgeguarders away or even to edgeguard yourself. If you’re lucky, you can spawn a gordo and get a low percent KO. Or if you’re even luckier, a Waddle Doo will use their rays on an opponent and you can punish them with a smash! Use this move a lot as it will force your opponent to come to you.

Down B – Jet Hammer:
Highest damage: 16% uncharged (KO’s at around %), 30% charged (KO’s at around %)
Range: Very low
Knockback: Excellent
My opinion: Yes, the power and knockback is nice but this move is so slow and has such bad range that it probably won’t be used much. In every situation that this move can be used, there is another move that can be used better.

Up B – Super Dedede Jump:
Highest damage: 12%
Range: Good
Knockback: Average
My opinion: It is good because it will help Dedede recover from anywhere. Combined with his weight and multiple jumps, this makes Dedede very hard to KO. It also has Super Armor on the way up. However, the problem with this is that it is predictable. You can choose to cancel it or to keep going. If you continue, you will either smash the opponent causing good damage and knockback… or you will miss and most likely be punished. If you cancel, you should try to grab the ledge to eliminate all the lag with this move… though you may be hit on the way down. Full of risks this move is. I wouldn’t recommend using it unless you run out of all your jumps.


VIII. Grabs/Throws
Grab range: Excellent. One of the best, not counting the tether grabbers.
Grab attack damage: 3%

Forward Throw:
Highest damage: 12%
Knockback: Good
My opinion: Good throw but there are two better ones. I only use this one if it’s to get the opponent off the edge.

Back Throw:
Highest damage: 16%
Knockback: Great
My opinion: This is as powerful as a smash attack! Use this to throw in easy damage, get the opponent off the edge, and even to KO at higher percents.

Down Throw:
Highest damage: 8%
Knockback: Low
My opinion: This will most likely be your most used throw due to its possibility of chain grabbing. To see more on chaingrabing, refer to the “techniques” section. Though, not everyone can be chaingrabbed. Against those who cannot be chaingrabbed, you can follow up with a forward tilt (This will hit everyone) and then follow up again with a Waddle Dee throw. Or you can tech chase them. This basically consists of anticipating which way they will roll off the ground. If you guess right and get to their destination before them, you can grab them again to punish them some other way.

Up Throw:
Highest damage: 9%
Knockback: Good
My opinion: His worst throw. It throws them too high up to do anything with them and won’t cause that much damage either way.

IX. Final Smash – Waddle Dee Army:
My opinion: One of the less good final smashes. You won’t see it kill too much and it won’t even deal as much damage as other final smashes. However, I’m sure it probably annoys the opponent to be knocked around like that if it helps make you feel better.

X. Taunts
Side taunt: Dedede faces the screen and laughs while spinning his hammer.
Badass rating: 9/10

Down taunt: Dedede dances around in circles while making strange noises.
Badass rating: 7/10

Up taunt: Dedede raises his hammer in the hammer and makes more strange noises while he does it.
Badass rating: 6/10

Holding down on the control stick: Dedede lies on the ground using his arm to keep his head up.
Badass rating: 10/10

Above sig by the amazing Inraika
  Posted on July 31, 2008 00:37
NarutardIsPwnzor
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#359
XI. (Advanced) Techniques
Chaingrabing: Dedede’s chain grab is simple to learn. Down throw your opponent and they will fall right in front of you standing up! So all it takes from there is for you to run up to them, grab them, and repeat the cycle until they’re off the stage and you can execute Dedede’s great edgeguarding game. The easiest way to make sure your next grab connects is as soon as the first throw ends, just FLICK the control stick to the side and time the grab button. Also note that if there is a wall, you can continuously chain grab your opponent against it and they’ll never be able to escape.

Now, there are two different methods to grab. First is the normal dash grab. It is easier to execute but if you miss, you will fall tumbling. Also, some characters can be able to escape this grab like with Marth’s up B. The other way to grab is the shield cancelled grab. After you dash, press the shield button and immediately grab. This will cancel Dedede’s dash but still give him the momentum during his standing grab (Which has more range than a dash grab).

Not all characters can be chaingrabbed though. Here is the list to see who can be chain grabbed. Bolded names can be infinite grabbed without a wall. This is done by regrabbing them after a throw without moving at all. The timing is very tricky however.

Chaingrab-able:
Mario
Samus
Bowser
DK
Lucas
Pit
Ice Climbers
Diddy Kong
Ganondorf
Ness
Toon Link
Ivysaur
Ike
Captain Falcon
King Dedede
Snake
Marth
Peach
Wario
Sonic
Yoshi
R.O.B
Lucario
Wolf
Link
Charizard

Not chaingrab-able:

Luigi (Although he cannot be chain grabbed normally, he can still be grabbed before he leaves Dedede’s range in an infinite)
Fox
Jiggly Puff
Pikachu
Olimar
Zelda
Mr. Game & Watch
Sheik
Kirby
Squirtle
Meta Knight
Falco
Luigi
ZSS

Infinite chaingrab tutorial (Click)

Jablock: Similar to laserlocking, if you are able to get your opponent on the ground, you can continually use your jab attack to hit them over and over again until the reach the end of the stage. Dedede is one of the 14 characters that can do this.
Tutorial (Click)

Jet Hammer glitch: If you fully charge your hammer and then oh-so-slightly tilt your control stick to the left or right, you can shuffle across the stage faster than Sonic! May sound nice at first but first of all, you take damage from the jet hammer. Also, the force of which you must tilt the control stick has to be really precise making it difficult.
Tutorial (Click)

XII. Strategies

Defensive play: There are either offensive play styles or defensive play styles. With Dedede, it helps to be on the defensive since he is too slow to go on the offensive. His Waddle Dees allow him to attack and defend himself at the same time and forces the opponent to come to you (Unless they are better at camping… Olimar). Be sure to shield often so that you can shield grab if your opponent fails to space themselves. Use Dedede’s range to keep opponents back and yourself out of danger. Be sure to DI correctly so that you may be able to survive higher percents.

Manipulating your recovery: Dedede’s multiple jumps allow him to cross great vertical and horizontal distances. If these don’t suffice, then you are left with his up B. The only thing I can say about this is don’t be predictable. Most of the time, you should cancel the up B and go for the ledge to cancel all the lag but if you see your opponent waiting there, don’t do it! It sucks if they make it to the ledge before you and you lose a life because of it. Just mix up what you do in the air so that your opponent cannot take advantage of you when you get down. And also, don’t cancel the up B if you are too close to the ground. The outcome may not be pretty.

Edgeguarding / Wall of Pain: Getting the opponent off the edge is easy for Dedede due to his power and throws. Keeping the opponent off the edge is also easy for Dedede thanks to his forward air and back air. He can use both of these to keep hitting his opponent off the edge so that they may not recover. With Dedede, don’t be afraid to go far off the stage to attack your opponent. Use all four jumps if you means that you can keep them away because Dedede’s up B is able to cross such a large distance (And if you’re successful at edgeguarding, there’ll be no one to punish you!). Some characters are too difficult to wall of pain however (Metaknight) so just some Waddle Dee tosses also work to mess with them and add a few damage.

Dedede’s suicide: Also called the “Dedecide” and the “Swallowcide” since it is used with Dedede’s swallow attack. Be careful with this because if you use this on the edge and then jump off, your opponent can get out and only you will die. The best way to do this is to snatch them while off the stage and fall with them. Though if you miss them and wait too long, only you will die. It’s best to use this if you at are a high percent and they are at a low one and if you are a stock ahead. Using this move successfully can determine the outcome of the entire match. Using this while both of you are on your last stock results in sudden death. Using this in sudden death results in a victory.

Combos: Just some basic ones…
Down throw chaingrab
Back air wall of pain
Forward air wall of pain
Down throw -> forward tilt
Down throw -> Down tilt (Off the stage)
Neutral air -> Up tilt
Down smash -> Up tilt
Up tilt -> Up tilt -> Up tilt -> Up air
Inhale -> Forward air

XIII. Stage counterpicks
-Coming Soon-

XIV. Character match-ups
-Coming soon-

Above sig by the amazing Inraika
  Posted on July 31, 2008 00:38
pjca
Rank: member

Forum Rank:
Jounin

Posts: 1056
Joined on:
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#360
Blade
You love DEDEDE ?

Thamks Inraika for the Olimar and Pikachu sig
Quote by Zure
That's called professional brawling...*Zure approves to advanced spam now*
He is faster than most Pika's I've seen so far.

Brawl Name: Paulo BrawlFC: 0860-3321-5384
Power Rangers GO!!!