dskank
Smash Journeyman
Hello folks I'm dskank,
I've been playing dedede none stop since the games release and i think smash 4's kinguin is the strongest iteration yet.
I'm making this thread to explain general dedede strat and metagame stuff, i hope this thred could be used as guide for new players or players new to dedede. i also request the mod here to sticky it when it is sufficently complete.
and to anyone else working on something like this, any help would be appreciated and i'll add your contributions from the comments to the main thread.
i will finishing filling this out over the next several days.
so without further ado...d
basic terminology
advance techniques
jab cancelling
in brawl this was done by pressing down apon finishing your jab allowing you to combo into other moves.
smash for does not have true jab cancelling as we know it, but for d3 simply inputting a second attack after he finishes his second jab is enough to achieve this effect.
so far there are three jab combos i've found useful. not all of them are true on all characters, but they all seem to be solid mix ups.
jab>jab> does solid damage
jab>jab> down tilt works, but i have yet to test it.
jab>jab> down smash IS THE TRUTH! its reminiscent of dk's jab to down smash from brawl. it allows you to actually hit down smashes without having to make the hard read.
"Jab>Jab>Grab is also a thing, and obviously when D3 gets a grab, he's doing some damage with DThrow>stuff. DThrow leads into so much..." -shaZam
note: on mid-heavey opponents like browser jab utilit and jab dsmash see to be true combos.
combos
down throw is dedede's greatest tool for racking up damage in this game.
downthrow combos into nair on most characters between 0-20%( on lighter chars it stops working closer to 15%)
-at such low percent, the nock back from nair is minimal. this means the opponent will either land right in front of you or jump away. currently i find the most common trend is that the opponent will try to hit you with an aerial immediately after you nair, this is fine, because you will land first and you will shield if the are vectoring toward you. shielding allows you to punish their attack with a second grab and another dthrow combo. if the opponent is vectoring away, you can either run up and shield to attempt another grab or space a ftilt.
nair stuff:
at low percents FF nair>utilt will combo most chars, look for this between 0-80% depending on stong/weak hit.
- keep in mind nair is a sex kick, so the weak hit has less knockback=more combos. nair is one of d3's better options for returning to the ground, it is best to use for this purpose when an opponent wiffs an attack, allowing you to punish with a fast fall nair from above.
- NEVER JONES FOR THE NAIR. only use it when the oppent is either directly below you or above you.
-nair kills around 160% in this game and, relative to d3's other kill moves, it's easy to land a hit.
-nair loses to any move with a disjointed hit box.
-utilt can potentially combo into nair at low percents, but characters with fast aerials, such as villagers nair, can break out.
gordo usage
the technical chase
edge gaurding
mind games
I've been playing dedede none stop since the games release and i think smash 4's kinguin is the strongest iteration yet.
I'm making this thread to explain general dedede strat and metagame stuff, i hope this thred could be used as guide for new players or players new to dedede. i also request the mod here to sticky it when it is sufficently complete.
and to anyone else working on something like this, any help would be appreciated and i'll add your contributions from the comments to the main thread.
i will finishing filling this out over the next several days.
so without further ado...d
basic terminology
advance techniques
jab cancelling
in brawl this was done by pressing down apon finishing your jab allowing you to combo into other moves.
smash for does not have true jab cancelling as we know it, but for d3 simply inputting a second attack after he finishes his second jab is enough to achieve this effect.
so far there are three jab combos i've found useful. not all of them are true on all characters, but they all seem to be solid mix ups.
jab>jab> does solid damage
jab>jab> down tilt works, but i have yet to test it.
jab>jab> down smash IS THE TRUTH! its reminiscent of dk's jab to down smash from brawl. it allows you to actually hit down smashes without having to make the hard read.
"Jab>Jab>Grab is also a thing, and obviously when D3 gets a grab, he's doing some damage with DThrow>stuff. DThrow leads into so much..." -shaZam
note: on mid-heavey opponents like browser jab utilit and jab dsmash see to be true combos.
combos
down throw is dedede's greatest tool for racking up damage in this game.
downthrow combos into nair on most characters between 0-20%( on lighter chars it stops working closer to 15%)
-at such low percent, the nock back from nair is minimal. this means the opponent will either land right in front of you or jump away. currently i find the most common trend is that the opponent will try to hit you with an aerial immediately after you nair, this is fine, because you will land first and you will shield if the are vectoring toward you. shielding allows you to punish their attack with a second grab and another dthrow combo. if the opponent is vectoring away, you can either run up and shield to attempt another grab or space a ftilt.
nair stuff:
at low percents FF nair>utilt will combo most chars, look for this between 0-80% depending on stong/weak hit.
- keep in mind nair is a sex kick, so the weak hit has less knockback=more combos. nair is one of d3's better options for returning to the ground, it is best to use for this purpose when an opponent wiffs an attack, allowing you to punish with a fast fall nair from above.
- NEVER JONES FOR THE NAIR. only use it when the oppent is either directly below you or above you.
-nair kills around 160% in this game and, relative to d3's other kill moves, it's easy to land a hit.
-nair loses to any move with a disjointed hit box.
-utilt can potentially combo into nair at low percents, but characters with fast aerials, such as villagers nair, can break out.
gordo usage
the technical chase
edge gaurding
mind games
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