Super Smash Bros. Obliteration/King Dedede

King Dedede is a Default/Starter Character in Super Smash Bros. Obliteration. The Archenemy and occasionally of Kirby, King Dedede is the pompous, proud, iron fisted ruler of Dream Land on Planet Popester, delivering judgement with his hammer to anyone who opposes him, often leading him into conflicts with Kirby in a stuggle of power for Dream Land. Despite this however he has occasionally been willing to aid Kirby on a few occasions such as  stopping a nightmare from bringing Darkness into Dream Land, and most recently helping to stop the invasion of a greedy corrup president Max Proffit Haltmann and his army of Haltmann Works Robots from destroying the Fountain Of Dreams and taking over Planet Popstar. Proud, Strict, Fearless and Dutiful to a Fault, King Dedede is ready to pass his judgement on anyone who cross him using a moveset revolving around His Hammer, Inhaling, and Headbutting, King Dedede shall deliver the final word in a fight for the ages.
== Attacks ==
Type 	Name	Damage 	Description
Neutral 	 	(4% = hammer 1, 6% = hammer 2, 1% = loop, 3% = last, 12% = total).	A pair of hammer swings, followed by thrusting his hammer forward while twirling its head, followed by an upward swing. Due to coming out on frame 10, it is the second slowest neutral attack in the game, being surpassed only by Zelda's by 1 frame. However, King Dedede's has a largely disjointed range and can be used in a zero-to-death combo. Unlike most neutral infinites, its finisher launches opponents at a nearly vertical trajectory and has KO potential, as it KOs around 150%. When jab canceled, it can be followed up reliably with down tilt and down throw, which can lead into decently damaging combos even up to very high percentages
Forward Tilt 	 	(2% = hits 1-4. 4% = hit 5, 10% = total) 	Thrusts his hammer forward while twirling its head. Very good range, though its fourth hitbox can only connect if the move lands at the tip of the hammer. However, its rather long ending lag makes this move unsafe if it does not connect at its farthest range
Up Tilt 	 	(12% = body, 10% = head). 	An upward headbutt. King Dedede's head and upper body are intangible while its hitbox is active
Down Tilt 	 	(10% = clean, 6% = late) 	 A rolling tackle. Its very fast start-up makes it capable of being used after most defensive options and attacks, as a good out of shield option, or for disrupting opponents,
Forward Smash	 	(16% = early), 24% = clean), 6% = late). 	Rears his hammer back and slams it down. The strongest and second most damaging forward smash in the game, with equal KO power to match, and only being surpassed by Lucario's forward smash with max Aura. It has the slowest start-up of any smash attack, however, but also rather low ending lag for its power, making it more difficult to punish head-on than expected. It also has transcendent priority. Originates from Kirby's Dream Land, 
Up Smash 	 	(15% = clean, 10% = late)  	An upward hammer swing. Relatively slow compared to his up tilt, but less situational than in Brawl. Great vertical knockback if hit by the hammer's head, KOing at around 115%. However, it can miss against short characters during the move's start-up, as the attack does not possess a hitbox directly in front of him. It also has transcendent priority,
Down Smash 	 	(13%) 	 A spinning hammer swing around himself. King Dedede's weakest smash attack, but the hammer's head is a semi-spike, making it one of his quickest and most reliable ground finishers, KOing under 100% near the edge. It also has transcendent priority. Appears very similar to the Giant Dedede Swing from Kirby's Return to Dream Land
==Aerial Attacks==
Type 	Name	Damage 	Description
Neutral	 	(12% = clean, 6% = late). 	 A splash. Functions like a sex kick, but unlike the majority of them, it has transcendent priority. When coupled with a fast fall, its late hit has follow-up potential,  
Forward	 	(13%) 	Somersaults to perform a downward hammer swing. At low percentages, it can combo into itself to drag opponents downward and off-stage. This can be fatal for characters with unimpressive recoveries, such as Roy, Little Mac or Cloud,
Back 	 	(16%) 	An upward hammer swing behind himself. Deals impressive damage and knockback, which enables it to KO reliably below 130%. It also autocancels from a short hop
Up 	 	1% = hits 1-7, 5% = hit 8, 12% = total).	Thrusts his hammer upward while twirling its head. Has low lag and is quite strong for a multiple hitting move, being able to KO below 130%. It can drag opponents down, similarly to Greninja's up aerial. It is also useful for fending off edgeguard attempts while recovering,
Down 	 	(18% = hammer head, 8% = hammer handle) 	 A downward hammer swing. The sweetspot is a very powerful meteor smash only on aerial opponents. On grounded opponents, it deals high horizontal knockback, KOing at around 100% near the edge,
== Other Attacks ==
Type 	Name 	Damage 	Description
Floor Attack (Front)	 	(7%) 	Kicks Both In Both Forward/Back Directions while Getting Up,
Floor Attack (Back) 	 	(6%) 	Same as Front Attack, Just with, Less Power
Floor Attack (Trip) 	 	(7%) 	Kicks in Both Forward/Back Directions, Near the Ground
Ledge Attack 	 	(8%) 	Performs a Kick while Climbing Up
Dash Attack 	Belly Flop	(16% = clean, 13% = late)</p>	His signature belly flopping tackle. A slow and powerful KOing option, it is the strongest dash attack in the game and is even stronger than some of the cast's smash attacks, KOing at around 80% near the edge due to its exceptionally high knockback. Originates from Kirby's Dream Land,
==Grabs/Throws==
Type 	Name	Damage 	Description 	 			 	
Grab 	 	(N/A) 	Grabs An Opponent 	 			 	
Pummel 	 	(3% = each hit, 9% = total) 	Headbutts the Opponent 3 Times 	 			 	
Forward	 	(6% = ht 1, 4% = throw, 10% = total) 	 Strikes the opponent forward with his hammer. Can be used to set up an edgeguard or launch the opponent into a previously thrown Gordo, 	 			 	
Back 	 	(9% = hit 1, 4% = throw, 13% = total).	Strikes the opponent backward with his hammer. King Dedede's strongest throw, but due to the fact it launches
at a very high angle, it does not KO until very high percentages, depending on the opponent's weight and DI. It is better 
at damage racking due to these factors. Like forward throw, it can be used to launch the opponent into a previously thrown 
Gordo.	Up			(5% = hit 1, 4% = throw, 9% = total).	A jump set, a technique used in volleyball. Can lead into up aerial at low to medium percentages and, like forward throw, be used to launch the opponent into a previous thrown Gordo
Down 	 	(5% = hit 1, 3% = throw, 8% = total) 	A one-handed body slam. King Dedede's best combo starter, it can initiate true combos into his up tilt, up smash and neutral, forward, up or back aerials until medium percentages. The up aerial combo can also be used until high percentages as a KO set-up while the back aerial combo can rack up damage,	 			 	
== Taunts ==
Up Taunt: Dedede spins his hammer facing upwards.
Side Taunt: Dedede spins his hammer facing horizontally while laughing.
Down Taunt: Dedede spins and dances in a circle.
== Special Moves ==
Type 	Name 	Damage 	Description
Neutral Special	Royal Inhale 	(5% = release, 10% = spit). 	Inhales the opponent. While they have been Inhaled, King Dedede can then walk around and spit them out to inflict damage. Can also can also be used to swallow projectiles and items, but unlike Kirby's Inhale, Dedede will not be damaged or be healed upon Inhaling explosive or non-explosive items, respectively,
Side Special 	Gordo Throw 	(10%= hammer), 12.5%-14%, 9.5%-11% = Gordo).</p> 	Hits a bouncing Gordo with his hammer. Its trajectory can be angled upward, forward, or downward, which can be used for mindgames. By extension, his forward and back throws can be used to launch the opponent toward a previously thrown Gordo. The Gordos disappear after four bounces. Additionally, they can be reflected by any attack dealing at least 2%. Of further note is that Dedede can hit opponents with the hammer swing used to serve the Gordo, potentially leading into a hit by both the hammer and Gordo for a considerable amount of damage
Up Special 	Super Dedede Jump	(15% = drop, 10% = landing, 5% = stars). 	 His signature jump. It concludes with a diving double foot stomp that buries grounded opponents and meteor smashes aerial ones. Like Yoshi Bomb, it emits stars on both sides after the diving double foot stomp hits the ground, which can make it difficult to punish, especially against characters that lack a projectile. While it cannot grab edges during its descent, it can do so upon being canceled. However, if it is canceled too late before landing, Dedede will endure landing lag that lasts for more than a second, 
Down Special 	Jet Hammer 	(11% = uncharged grounded), 10% = uncharged aerial), 28%-38% = fully charged grounded), 15%-27% = (fully charged aerial).</p> 	Activates the afterburner in his hammer to charge up a very powerful swing, which is released when the special button is released. Dedede can walk around slowly and jump once while charging. Dedede can hold the hammer out indefinitely, but it slowly deals recoil damage if he holds it when fully charged. A fully charged Jet Hammer can easily KO opponents below 50% near the edge. At 100%, King Dedede will not receive recoil, 
==Final Smash>==
Type 	Name 	Damage	Description
Final Smash	Dedede Burst (KO)	(90%) 	Inhales the opponent into place, strikes them three times with his hammer aflame, then fires a bomb out of it, launching the opponent diagonally in a spray of fireworks, and automatically KO'ing them. It can KO at 47%, however, this Final Smash can be escaped from,
making it unreliable to use on most opponents.
Category:Characters
Category:Playable Characters
Category:Kirby (series)
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Category:Super Smash Bros. (series)
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