NarutardIsPwnzor
Rank: member
Forum Rank: Academy Student
Posts: 21
Joined on:
February 23, 2007
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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
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