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Topic: No Fat Chicks- A DeDeDe guide by stabbedbyahippie
stabbedbyahippie
MVP; Most Valuable Persian
Seeketh Maximus



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total posts: 5278
since: Aug 2007
Jul 04, 08 at 12:44pm
No Fat Chicks- A DeDeDe guide by stabbedbyahippie

No Fat Chicks-A King DeDeDe guide by Stabbedbyahippie

code
Table of contents
I.Introduction
II.Why DeDeDe?
III.Pros and Cons
IV.Move list
V.Strategies
A.Recovery
B.Edgeguarding
C.Approach
D.Defensive
E.Chain Grab
VI.Matchups
VII.Miscellanious
VIII.Closing remarks 




I. Introduction



King DeDeDe is the main antagonist of the Kirby series. He isn't evil; rather he is very greedy. He is the final boss of most old school Kirby games but not so much in newer games of the series. Also he is "officially" an eagle but most people including myself say that is blasphemy and call him a penguin.



II. Why DeDeDe?

King DeDeDe is one of the best characters to use and on top of that he is also fun to play as. Unlike his fellow heavyweights King DeDeDe isn't slow; in fact he is quite speedy on the ground, in the air and with most of his attacks. Of course I'm not talking about Sonic's kind of speeds but he is much faster than heavyweights like Ganondorf and Bowser. Also, unlike his fellow heavyweights, he has a great recovery. That's not a matter of opinion either. 4 jumps and an up B that sends him a tremendous height can't really be considered anything but a great recovery.

Use DeDeDe if.......

1. You like overweight hammer wielding penguins.

2. You like characters with a great recovery.

3. You want to use a character that can survive until high percents.

4. You like characters who can edge guard really well.

5. You want a character who has strong attacks with high knock back.

6. You like to use grabs.

7. You want moves with high priority.

If for some strange reason that isn't enough to convince you to use DeDeDe then I must direct you to a This thread which explains to you just how great DeDeDe is in a way that can't be replicated.





III. King DeDeDe's pros and cons

Pros

1. Durable heavyweight character
2. Strong moves
3. Great knock back on many moves
4. Incredibly useful projectile
5. One of the best grab games ever
6. Has a great air game especially for a heavyweight
7. High priority


Cons

1. His smashes are a bit on the slow side
2. Big target
3. Laggy after some moves

It's quite obvious that DeDeDe has a fairly numerous amount of pros and not many cons.





IV. Move List

* The average kill percents are all in red and all the moves were done on Mario standing in the middle of Final Destination.

Neutral A ground moves

1. AAA combo
KO: Trust me, you aren't going to kill with this.

This is a basic AAA combo. The first two hits do about 6% and then DeDeDe starts spinning his hammer as long as you hold down the A button which causes miniscule damage when the opponent is his by it. Honestly you're not going to get much use out of this but it's nice to use every once in a while to add in a bit of damage and also useful to help refresh your other moves.

2. Dash attack
KO: 100%
DeDeDe is one of the few characters in the game to have a dash attack with killing potential. He runs and does sort of a body slam that does about 13%-16%. His entire body is the hit box basically. Also beware this move has a bit of starting lag and alot of ending lag making it a bit hard to land and leaves you quite open if you miss. A good way to land this move is to do your down throw and make your opponent think you will chain grab then pull this out instead.

Tilts


3. Forward Tilt
KO:280%
This is a great move. It doesn't have much kill potential but it's a great poking move that does about 12%. It's range is damn near incredible so you can just safely stay away from your opponent and hit them a couple times with this to add in a bit of damage. Also it's incredibly quick and has no start up or cool down lag. Combining the fact that it's quick and has great range makes it nearly impossible to punish. So basically anytime your opponent is approaching you can just hit them with this for some quick easy damage and don't be fooled it adds up rather quickly.


4. Up Tilt
KO: 105%
Coup de boul!! DeDeDe does a head butt which does about 12% and has great killing potential. This move is very good for juggling and at lower percents it sets up for any of DeDeDe's great aerials. It's got deceptively long range because DeDeDe head butts slightly to the side and apparently he has got a very large head because the range for this move is surprisingly big. Also you can knock the opponent into this move by doing your Nair. One last note is that this move works ALOT better on taller characters because they don't need to be nearly as close as short characters to be hit with this.


5. Down Tilt
KO:135%
DeDeDe's down tilt is kind of a middle ground between Utilt and Ftilt and does about 10%. For one thing it doesn't have the great range of Ftilt or the great killing potential of Utilt however it has better killing potential than Ftilt and better range than Utilt. Also like his other two tilts, this move is very fast and has basically no lag what so ever. It's great for punishing a predicted roll or for staying close to the edge and hitting your opponent with it when they get close. Also it can be done out of DeDeDe's godly crouch and that is always a plus.



Aerials

6. Back Air
KO:130%
This is DeDeDe best aerial by far. He basically just kicks backward. It does 13%, has good knock back, high priority, great range, comes out quickly and it's lag is next to non existent. You would think it's stupid to approach an opponent backwards in combat but DeDeDe breaks the mold and his reverse aerial rush is one of his best approaches thanks to this gem. It's great for edge guarding and for a wall of pain. Also it can and should be short hopped. Beware however that if you start the move too late and you hit the ground then you will experience lad. This isn't a very big issue though as the move comes out very quickly.


7. Forward Air
KO:130%
DeDeDe's Fair isn't as rape as his Bair but it still is a great aerial and does about 15-20%.He swings his hammer in front of him vertically and horizontally. It comes out very fast, has decent range and has good knock back. You can short hop this move but you've got to do it fairly quickly or you'll land during it and experience some pretty bad lag. This move is very useful for edge guarding off the stage and also on tall characters it can hit quite often even when on the stage. Fair is a great aerial and make sure to use it almost as much as your Bair.


8. Up air
KO: Depends on how close your opponent is to the top of the screen.
DeDeDe's Uair is quite a good move that does about 15-25%. He sticks his hammer above him and starts spinning it. When your opponent is above you by even a little bit you can hit them with this which hits them multiple times and knocks them upward. It comes out fast and racks up a good amount of damage. It has a bit of ending lag so make sure not to miss or you could get punished. And also it doesn't hit opponents who are standing on the ground so don't even try.


9. Down Air
KO:160%
DeDeDe's Dair is a good move and it is slightly better than his Uair. He sticks his hammer under him and starts spinning it for about 12-17%. It's a fairly useful aerial and does good damage. A good time to use it is when your opponent tries to get back onto the stage just short hop and Dair right by the edge to knock them upward and into another aerial. If you do short hop it just make sure to land it though because it has pretty bad lag when it hits the ground and the move duration is too long to auto cancel.


10. Neutral Air
KO:170%
Have you heard of the expression "Last but not least"? Well yah that doesn't apply here. DeDeDe's Nair isn't bad but it's average at best. DeDeDe just sticks his arms and legs out a small bit and ......falls. Yeah not exactly great but it can be followed by Utilt, Usmash or a grab. Basically it's good to pull out every once in a while but with so many better options you really shouldn't be using this much at all.


Smashes

11. Forward Smash
KO:42% uncharged, 17% Charged
King DeDeDe's Forward is possibly the strongest smash attack in the game. He takes his hammer and does an overhead slam with the hammer that does 24% uncharged and 33% charged. Of course to balance out the fact that it kills incredibly early and has incredible range, the move is also the slowest smash in the game. It has horrible warm up lag and horrible cool down lag so basically if you don't hit with it then you're completely open. Also the sides of the hammer hurt the opponent but it doesn't do much damage or knock back so you must hit them with the middle of the hammer. There are two key times in which you could use this move. The first is when the opponent is recovering you hit them with this before they can reach the stage. The other time you could use this is right after you do your down grab you do your Fsmash. They will think you will just continue with your chain grab and try and dodge it but instead they'll get hit in the face with your hammer.


12. Down Smash
KO:115% uncharged, 75%charged
Down smash is a good move and DeDeDe's fastest smash. He takes his hammer and swings it all around him low at the ground and it does 14% uncharged and 21% charged. Since this move is fast and has decent range it is quite a reliable kill move. An especially good time to use this is when your opponent is on the edge and doesn't have his invincibility frames anymore because it will stage spike them to their death. Make sure to remember though, this move like most other smashes has a bit of ending lag so it can be punished if you missed.


13. Up Smash
110% uncharged, 75% charged
It's a useful Smash. DeDeDe takes his hammer and swing from one side of his body over his head to the other side of his body doing 14% uncharged and 21% charged. I personally prefer using Utilt to this because it kills a bit sooner than an uncharged Usmash and comes out a bit sooner. However Usmash is good too as it has better range and hits all around DeDeDe. Use this and Utilt about equally.


Grabs

14. Standing Grab
DeDeDe's grab is simply amazing. He has one of the longest grab ranges in the game and can grab a lot of characters out of their aerials. He also has an incredibly useful chain grab that I'll go into detail on later in this guide. Also, DeDeDe grab range isn't nearly as good when doing a running grab so make sure to always running shield grab.


15. A attack in grab
Basically DeDeDe starts head butting the opponent for 3% each hit. Although it's not official, you can do approximately 1 head butt every 50% without them escaping the grab. It's also a good idea to use this during your chain grab or at least once every time you grab. Remember that the damage adds up.

16. Back Throw
DeDeDe turns around and knocks his opponent in the opposite direction they were originally facing with his hammer and it does 16%. Although this move CAN kill chances are it almost never will since it will either be decayed or you would have killed the opponent already. Also this move can easily set up for edge guarding. Just knock them backwards off the stage and they're set up for Bairs or Fairs.

17. Forward Throw
DeDeDe takes his hammer and hits the opponent forward dealing about 13%. This move like the Bthrow won't kill until high percents but it will set up well for edge guarding. Use this move when your opponent is closer to the edge and you Bthrow if your closer to the edge.

18. Up throw
DeDeDe takes his opponent and head butts him upward doing about 9%. This has much less kill potential then either of the other throws. And actually this is DeDeDe's worst throw in general. It's not really bad but it only does 9% and does really set up for anything since the opponent can DI away from you and avoid your follow up aerials. Just try and avoid using this more than once or twice a match because it's not up to par with DeDeDe's other grabs.

19. Down Throw
DeDeDe takes his opponent and sits on them then they get launched forward a small bit , also it does 8%. Ok this time "Last but not least" most definatly applies. This is DeDeDe's BEST grab mostly because this move can be done over and over again A.K.A a chain grab. This chain grab can be done on more than half the roster and is incredibly useful for adding up damage. I'll go into more details about it in the "Chain grab" section of strategies.

B-Moves

20. Neutral B:Inhale
This is basically identical to Kirby’s swallow move where you suck up the enemy except DeDeDe can't take your opponent's powers. This is incredibly useful because of DeDeDeciding. DeDeDeciding is when you swallow your enemy and fall off the stage with them resulting in a double suicide. This can turn the tide of the match for instance if you just killed your opponent and your at 150% and about to die you just swallow your enemy and jump off the stage you now have an entire stock lead. However you have to be very close to the edge when doing this or your opponent will escape form your mouth and might recover. If this is done on both of your last stock then it will go to sudden death and if this is done in sudden death then DeDeDe wins. You also can spit them back out as a star which does 10% to them. Also if the star hits someone then it will do damage to them as well. The damage depends on the character's weight.

quote
Very Heavy (18%)
(18%) Bowser (Koopa)
(18%) Dedede, King
(18%) Donkey Kong

Heavy (17%)
(17%) Charizard
(17%) Ganondorf
(17%) Snake
(17%) Samus

Medium-Heavy (16%)
(16%) Captain Falcon
(16%) Ike
(16%) Link
(16%) R.O.B.
(16%) Wario
(16%) Wolf
(16%) Yoshi

Medium (15%)
(15%) Lucario
(15%) Luigi
(15%) Mario
(15%) Ivysaur
(15%) Sonic

Medium-Light (14%)
(14%) Diddy Kong
(14%) Ice Climber
(14%) Lucas
(14%) Toon Link
(14%) Ness
(14%) Peach
(14%) Pit

Light-Weight (13%)
(13%) Marth
(13%) Olimar
(13%) Sheik
(13%) Zelda

Very Light-Weight (12%)
(12%) Falco
(12%) Fox
(12%) Kirby
(12%) Meta Knight
(12%) Pikachu
(12%) Squirtle
(12%) Zero Suit Samus

Feather-Weight (11% or less)
(11%) Mr. Game & Watch
( 9% ) Jigglypuff (Purin)


21. Side B:Waddle Dee Toss

DeDeDe's waddle Dee toss is his only projectile but he doesn't need another projectile because this move is simply great and a major part of DeDeDe's game. He takes either a Waddle Dee(5%), Waddle Doo(7%) or gordo(23%) out of his sleeve and throws it at the opponent. The waddle Dees and Doos stay on the stage and eventually disappear or walk off the stage. While they are on the stage Waddle Dees will sometimes jump and if they hit the opponent they'll give them a bit of damage and knock back but nothing important. Waddle Doos are much more useful as they shoot lighting out of their eyeball like so:


This lightning traps your opponent for a few seconds and if you react fast enough then you can hit them with a Fsmash while they're trapped. Gordos are the rarest thing DeDeDe can throw and for good reason. They fly much faster then the waddles, do much more damage and kill a lot sooner than most of DeDeDe's moves. Also if they are shielded then they stay on the stage for a second or two so you can run up and throw them into it. A gordo looks like this:

Make sure to use this move a lot as it helps your defensive strategy immensely and it is incredibly helpful. Also it can stop some low projectiles like fox's blaster. Another useful thing to use it for is that you can hit the Waddle with a move and it will be decayed so you can refresh moves like Bair and Dthrow. And to avoid decaying your waddles make sure to pick up ones that are fresh because they maintain their damage until they disappear.


22. Down B:Jet Hammer


DeDeDe's forward down special isn't too useful when compared to his other moves. The move does 30% when fully charged on the ground, 16% uncharged and 28% when fully charged in air. It has horrible lag in the beginning but doesn't have lag at the end. However the it's range is lacking and when it's fully charged it gives you 2% per second. It can kill quite early when fully charged but really Fsmash is more useful. However there is a glitch you can do with DeDeDe when it's fully charged so that you move across the stage much faster. This video explains it:




23. Up B: Super DeDeDe Jump


As an attack this move isn't exactly top notch but it's definatly a great recovery. DeDeDe jumps incredibly high and then fall really fast. To grab ledges with this move you must cancel it by pressing down on the control stick any time after the initial jump. If this move lands on the ground then small stars will appear on both sides of you causing damage. Like this:



Also this move acts as a meteor spike so if you hit an opponent while heading down ward then they will be sent straight downward. That isn't too useful though because to meteor smash them off of the edge you would have to be off the edge as well which would lead to a suicide. Also when you land with this move it's REALLY laggy so it's a guaranteed to be punished unless the opponent rushes in too fast and gets hit by you or the stars. Just try to avoid using this move as a recovery when your opponent is waiting to punish it. One more thing to note is that if you cancel it too close to the ground then you will start bouncing around which leaves you more wide open then just landing normally.

Final Smash: Waddle Dee Army


As you can tell from the Pictures, DeDeDe suddenly strikes a pose then starts dancing. As he dances a plethora of waddle dees doos and even gordos start popping up every where and start heading in every which way possible. Unfortunately this probably won't kill the enemy and they can just try and stay in the air to dodge your waddles. Luckily you probably won't be using smash balls all too often so this move really doesn't matter much.

Taunts

Up taunt
DeDeDe victoriously pumps his hammer in ther air a few times while making funny noises. Don't expect to be using this very often because it's not that good and can't psyche out your opponent. Much better taunts out there.

Side taunt
DeDeDe violently spins his hammer infront of him while snickering menacingly. Almost as useless as his Up taunt. The opponent won't even flinch if he sees a pothetic taunt like this so once again don't bother using it.

Down Taunt: The smexy dance
DeDeDe spins around while slapping his belly and of course he makes funny sound affects. This taunt is just full of win. They will be so stunned that they will be open for a fully charged Fsmash or Jet Hammer. However don't overuse this or they will be a sore loser and call you a "down taunt spammer".

Crouch: God
DeDeDe lays down like his opponent isn't even there. Ok this may not be technically a taunt but it danmed well should be. This is just godly. The opponent will be driven mad by this and will just SD until you win out of pure respect or maybe just fear that you don't even have to pay attention to them to win. Either way if you don't use this atleast twice a match then you fail at using DeDeDe.




V. Strategies

A. Recovery
King DeDeDe has one of the best recoveries in the game. Use can use his extra jumps and Up B to recover a massive vertical and horizontal distance. There are few times when you won't be able to reach the stage but always remember one important thing. Never use the Super DeDeDe Jump to land on the stage. If you have to use it then just cancel it and grab the ledge. The opponent can punish it very easily if you land on the stage. Also, don't be afraid to jump off the stage and WoP with your Bair and Fair because DeDeDe will almost always be able to recover. One more thing to note is, on final destination, it's possible to hit your head with the Up B on the ledge and fall to your death. Try to avoid that although it won't happen often.

B. Edge guarding
Edge guarding is something DeDeDe excels at and with his great recovery you'll never have to worry about suicide. Basically you can either stay on the stage and try to hit them when they come back or you can jump off the stage and assault them with aerials. It's up to you to decide when to use either strategy but they are useful. If you decide to stay on the stage then try and hit your opponent with a forward smash when they come back or wait a good distance from the edge and charge your smash attack until the opponent gets on the stage which is when you unleash it on them. If you choose the more head on style and jump off the stage and edge guard then there is two key moves you should use. Bair and Fair, both are useful and kill at about the same percent but chances are your Bair will be decayed form you using it so it's a good idea to us Fair since it will be fresh most likely. However if you have used your Bair sparingly then feel free to go and KO your opponent with it.

C. Approach
Really DeDeDe doesn't have the best approach but it can work out for you. Just spam a bit of waddle at the beginning and then approach either with Bairs or walk forward and Ftilt when in range. The former is quite easy and if you pressure them enough then you can get in a grab and hopefully a chain grab if your playing a character who can be chain grabbed. The latter is quite easy too. Stay out of their range but hit them with a Ftilt and pressure them toward the ledge with some more tilts and maybe a couple aerials then edge guard. As you can see DeDeDe doesn't have too many options for approaching.

D. Defensive
DeDeDe plays defensively very well. Basically you stay near the edge and waddle spam them until they approach. If they approach on the ground then you can hit them with your Ftilt or Dtilt. If they approach by air then you can either shield the attack and do an Utilt or just shield it then grab them out of their aerial and proceed to either chain grab them or throw them off the stage for edge guarding. Just remember to keep your space and that waddles are your friends.

E. Chain Grab
Of course this is one of DeDeDe's main techniques and something all DeDeDe players should make sure to learn and obviously it deserved it's own section in strategies. The basic thing about chain grabbing is that you do your down throw then run and shield grab the opponent then do your Dthrow and continue that until they get near the edge in which case you could Fthrow them off the stage or just Dthrow and try to edge guard. However some characters can't be chain grabbed because after the Dthrow they just lay down so you can regrab them. Also, some characters can be infinitely chain grabbed and well as normally chain grabbed. One special case is luigi who can't be chain grabbed because he slides after being Dthrow so he is way out of your range but he can be infinitely chain grabbed because you can grab him before he slides on the ground.

Characters who can only be infinite chain grabbed are in maroon.
Characters who can be chain grabbed are in green.
Characters who can't be chain grabbed are in red.
Characters who can be both chain grabbed and infinite chain grabbed are in navy.


Infinite only
Luigi

Chain Grab Only
Lucas
Pit
Ice Climbers (Can be chain grabbed but the other will most likely mess it up)
Diddy Kong
Ganondorf
Ness
Toon Link
Ivysaur
Ike
Captain Falcon
King DeDeDe
Snake
Marth
Peach
Wario
Sonic
Yoshi
R.O.B.
Lucario
Wolf
Link
Chairzard


Can't be Chain Grabbed
Fox
Jiggly Puff
Pikachu
Olimar
Zelda
Mr. Game & Watch
Sheik
Kirby
Squirtle
Meta Knight
Falco
Luigi
ZSS


CG and Infinite CG
Mario
Samus
Bowser
DK


There are different ways to combat each of these groups.

Can't be chain grabbed
Plain and simple these characters can't be chain grabbed. When you use your down throw on them they just lay there. Yes the characters in this group need to get off their lazy butts but there is still a way to deal damage right after the down throw. You can use you Ftilt and it will be guaranteed to hit them. Also you can try to follow up with the dash attack or Fsmash but it won't be guaranteed to hit like Ftilt.

Chain Grab Only
These make up the majority of the roster. Basically you just down throw them and continue to running shield grab until they are off the edge in which you can edge guard. Tkae note that Ice Climbers CAN be chain grabbed but the other one will hit you while you're trying this so only use this if they are separated by a large distance or if there is only one left.

Infinite Chain Grab
I'll go over all of these characters separately because the down throw has a different effect on all of them.

DK: He is the easiest character to infinite chain grab. Basically just get the timing down for when you need to grab and you'll be able to chain grab him from dawn 'till dusk.

Bowser: Ok Bowser cannot truly be infinite chain grabbed but he is so close that your grab just barely misses him. So to counter this tilt the control stick a tiny bit forward so DeDeDe inches forward a tiny bit and you grab reaches him. This can't be done infinitely but it takes a long time for him to actually fall off the stage.

Samus and Mario: These are the most annoying characters to infinite chain grab in the game. Basically you can infinite them like DK for 5 consecutive grabs but eventually stale moves stops you grabbing right after they you grab them. So basically you have to do your grab attack in between every grab so your down throw gets stale slower. You have to be fast though or else the opponent will escape. Also remember that you can do approximately one grab attack per 50% without them escaping.


Luigi: He is the only character in this who can be infinite chain grabbed but not chain grabbed and that's because of his annoying trait of sliding when he hits the ground. He is the only character on the roster who can't be hit by Down throw to Ftilt. However since he can be infinite chain grabbed this doesn't matter too much. Unfortunately like Samus and Mario you cannot infinite him unless you do a jab between each grab. Remember to be quick or they will break out of the grab.

If this was too confusing for you understand then watch this:





VI. Matchups

*If you're looking for a specific matchup, they're in alphabetical order.

Bowser

Captain Falcon

Charizard

Diddy Kong

Donkey Kong
Difficuly: easy-hard
This matchup can be either incredibly easy or incredibly difficult based on if you can do the infinite chain grab or not. Dk is faster than you, stronger than you and out ranges you with most moves so getting a grab will be tough but if you do then just infinite chain grab him until you can kill him with Bthrow or Fthrow. If you can't infinite then do your normal chain grab and try to keep your space and not let DK hit you with his powerful smashes or the dreaded giant punch. Another thing to watch out for is the cargo spike where DK throws you against the lip of stages and it spikes you. Basically if you plan to use DeDeDe against DK then know how to infinite chain grab.


Falco
Difficulty: Very Hard
One of the hardest matches for DeDeDe and for several reasons. First of all you can't chain grab him but he can chain grab you up to 60%. Also his lasers can't be blocked by waddles and DeDeDe will usually get hit by 2 or 3 lasers before being able to jump out of the laser stream. Falco's moves are also very fast so if you use your slow moves then you will be punished. Stick to your fast moves and try to edge guard him but when edge guarding him beware of his Side B. If you're trying to interrupt his recovery you might get spiked by his side B which will undoubtedly kill you at higher percents.


Fox

Game & Watch

Ganondorf

Ice Climbers

Ike
Difficulty:medium-easy
This isn't one of DeDeDe's best matchups but he still has a slight advantage. First thing to note is that Ike has serious range with all of his moves not to mention power so be wary when you approach him. Infact you shouldn't be approaching him what with his retreating Fairs and incredibly quick Bairs. It's best to waddle camp as there is nothing he can really do about it except approach. Once he approaches then you've got the adavantage. Waddles block his side B and even if they didn't then you could just stand by the ledge with your B move and watch him fly to his death ( video of this si near bottom of guide). His moves for the most part are incredibly slow and if he misses then it leaves you a marvelous chance to rush in and chaingrab him. Also take note that his recovery is piss poor and you can gimp it easily. First of all if he recovers with side B then just jump infront of it or hold onto the ledge and watch him fall to his death. His Up B can also be stopped easily.....just no with DeDeDe. Seriously you want to knock him away from the stage HORIZONTALLY because you can't stop him form recovering with aether. It has super armor frames and can meteor smash you so just wait on the stae and prepare a smash or a jet hammer if you prefer or you could just set him up for a shield grab to more edge guarding. Just remember that you shouldn't be the one doing the apporaching and you'll do fine.


Ivysaur

Jigglypuff

King DeDeDe
Difficuly: Medium
You're fighting yourself which means you can chain grab each other and you both have the same range. You're going to want to play defensively and try to use your waddles to the best of their abilities. Try and force them to recover with Up B and then hit them with a Fsmash when they land. Also when you're edge guarding watch out for Fair because it might hit you into the stage and stage spike you. Also remember that you can pick up their waddles and throw them at the opponent. Also remember that you can swallow their Waddle Doos with neutral B before they start firing their laser And don't forget to watch out for DeDeDecides.


Kirby

Link

Lucario
Difficulty:Easy-medium
Yes this matchup definatly is in DeDeDe's favor. You out range him, beat him in the air and his one and only projectile can be stopped a waddle in its path. The approach for this match is quite simple just throw your waddles infront of your path to block any aura spehere spam then once you are close enough, hit him with a long range attack and pressure him as much as you can with grabs and aerials. If lucario tries to approach you then throw a couple waddles at him for good measure then sheild grab him out of his aerials or if he approachs by ground just hit him with Ftilt or even Dtilt so he stays away. You have the upper hand in the air and on the ground but be aware some of his moves have great range and knockback. Also cautious when approaching from below because he'll hit you with his Dair which is quite a good kill move and does fair damage. Most importantly remember that he does more damage and knocback as his percent rises so try and chaingrab early and kill early as well.

Lucas

Luigi
Difficulty: Easy
This match up is really quite easy. You outrange him both in the air and on the ground. Not only that but you can also rack up damage fairly quickly against him. What makes the match up even easier is that luigi's recovery is really quite bad. His side B has low priority so you can interupt the move easily, his down B recovers good vertical distance but can only be done once after a double jump meaning if you interupt this move then he can't use it again until he gets his jump back and up B recvoers almost no horizontal distance and the frames where this does damage is really short so you can easily edgehog and watch him fall to his death. So the keys to victory are to stay out of his range and once you've knocked him off the stage then go crazy with Bairs and such. However do be aware of a few moves: His Up B when really close to you has a sweet spot that has crazy knockback and DeDeDe is a large target so make sure to watch out for how close he gets, His Fsmash has incredible knockback but horrid range so once again just keep an eye on how close he is and the most dangerous thing to watch out for is his side B's "explosion". Basically there is a 1/8th chance of him going even faster and farther than a fully charged side B with no charge needed and this also kills INCREDIBLY early. So make sure that he isn't lined up directly with or he'll get a asurprise kill. Oh and luigi can't be chaingrabbed but can be infinite chaingrabbed, so keep note of that.


Mario

Marth

Meta Knight

Ness

Olimar
Difficulty: Hard
This Matchup does not bode well for DeDeDe at all. The first and most important thing to worry about is that your a big target and Olimar can easily latch on his pikmin using his pikmin throw. Another bad thing is that he cannot be chain grabbed which isn't good. Not to mention that his aerials out range all of yours. So what you'll want to do is try and stay on the ground and out of his range and if he comes at you with aerials try and shield and punish him. The main thing to know is that you should edge hog so once he uses his Up B he will fall to his death. If you don't do that then your in for a long hard battle.


Peach

Pikachu
Difficulty: Very Hard
If you have a backup I seriously suggest you switch to it for this matchup. However if you insist on playing against pikachu with DeDeDe then please be prepared to be raped 6 ways to sunday. First and foremost, you can't chain grab him so get any idea fo that out of your head. Second of all; be prepared to rip your hair off because pikachu has some of the most spammable moves int he game and they're also very effective against you too. I <3 sakurai so much after facing one of these guys. Anyway, pikachu is going to be able to out last you if you choose to try and waddle spam because thunder jolt just bounces right over them or knocks them far backward. Next is something you'll see alot; pikachu's Fsmash and Dsmash. Both have incredibly logn and disjointed hitboxes and you're and easy target to get hit by either. Finally, the grand daddy of pikachus spamming arsenal, thunder. He will get so many early kills on you with this it's not even funny. Basically anytime you're close to the top he can hit you with this and kill you quite early. On top of that it's easy to combo you into it with either Uthrow or Dsmash. Did I mention you can't DI out of the way either? If you plan to go on offensive be wary of pikachu's quick attack. It will sendhim flying out of the way of your aerial so you'll miss. This makes edge guarding pikachu a *****. Honestley your chances of winning aren't good but if you can inch your way toward him, stay out of his range with some Ftilts and then knock him off the ledge and get lucky with your edgeguarding then you may just have a chance. Also, when given the chance, try your hardest to DeDeDecide because it will really turn the tides.


Pit

R.O.B.

Samus
Difficulty: Easy
Samus is one of DeDeDe's easier matchup ups. The waddle doos will block any charged shots while your Ftilt will take out any missiles that come your way. You also completely out range all of Samuses attacks except Zair. Basically your main goal should be to stay out of Samuses range, block her projectiles and get her into the air where you can just have a field day. Also she can be infinite chain grabbed which just makes this match up all the easier.


Sheik
Difficulty: Easy
A matchup that is definatly in favor of DeDeDe. You out range her and out prioritize her with most of your moves but she is faster and can get in there and land hit's quite fast. Her specials are nothing secial (pun intended) and her aerials are average (although she is fast enough to string them with ease) but her tilts are killer. Due to low knockback she can continuously hit you with them which racks up quite a bit of damage. What completely breaks the matchup for you however is that shiek has very few kill moves and you are almost the heaviest character int he game which means you will live to incredibly high percents. Another thing is that she is very light and DeDeDe kills ealry on average meaning she won't last long. So basically just do your usual waddle spam, mindgamez etc. and just by the physics of the game you'll be able to out survive her easily. Oh and another thing is that her recovery sucks badly so a WoP is incredibly effective. Just watch out if they switch to zelda then the matchup gets turned on its head....


Snake

Sonic

Toon Link
Difficulty:Hard
Ugh this is not a good match up for DeDeDe at all. He is great in the air and on the most part hsi aerials are better than yours. That however isn't the worst part. He has great projectiles and it makes approaching him a serious headache. He has bombs,a boomerang and arrows all of which can be spammed faster than your waddles so don't even think of going toe to toe with him in a long range projectile fight. Also, since his projectiles stop you from approaching you most likely won't get a chance to get near him and chaingrab him. What you'll want to do is approach him by ground and cancel his projectiles with Ftilt or AAA. Don't try to dodge his projectiels unless absolutely necessary because DeDeDe is a huge target and pretty easy to hit. Once you make it to him just try to chain grab him or knock him off and WoP. His recovery is quite good vertically but if you knock him far enough horizontally then he won't be able to recover so keep that in mind. Keep in mind that if the toon link you're facing doesn't use projectiles as much as he should be then this matchup becomes MUCH easier.


Wario

Wolf

Yoshi

Zelda

Zero Suit Samus




VII. Miscellaneous


Entrance
The Waddle Dees carry out King DeDeDe on a bed like the minions they are.


Costumes

Original

Snowy Blue

Purple (Yes I know it's tiny compared to the other pictures)

Black and White

Green

Pink


Glitches

Shoop Da Whoop



Fighting for your friends is the last thing you should worry about




VIII. Closing Remarks
Phew that certainly took a while to write. Anyway if you're wondering why I put all the text in size 1 font it's because it makes it look a lot less intimidating and makes people want to read it more. Also any information or help on the matchups would be greatly appreciated.

And now it's time for the credit section.

Credit to CO18 of smashboards for having the damage and KO percent of each move.

Credit to sonicfire, ragnell and scorpius for proof reading my guide.

Credit to Sephiroth25 for "snickering menacingly".

Credit once again to sonicfire for convincing me to write this.

Credit to vayseth of smashboards for the information about the infinite chain grab.

Credit to gotenks for approving this guide.

Credit to myself for writing this danmed thing. >.>


[/color



[color=#666666]This message was edited by stabbedbyahippie on Aug 02 2008.



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Credit to Vector
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brawl
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Jul 04, 08 at 12:50pm
re: No Fat Chicks- A DeDeDe guide by stabbedbyahippie

good guide, you should have luwiigi give you some tips, but from playing him here's a good combination he uses:

throw a waddle doo, then grab opponent and time it so the waddle doo's beam stuns them, then use f smash to their deaths.



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Zer0 dEath CounT: 14
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stabbedbyahippie
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Jul 04, 08 at 12:52pm
re: No Fat Chicks- A DeDeDe guide by stabbedbyahippie

quote brawl
good guide, you should have luwiigi give you some tips, but from playing him here's a good combination he uses:

throw a waddle doo, then grab opponent and time it so the waddle doo's beam stuns them, then use f smash to their deaths.
Me and luwiigi are aboutt he same with DeDeDe he just doesn't use waddles as much as me.

And I'll add that when I get the chance.



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Credit to Vector
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Sc0rpius
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Jul 04, 08 at 12:55pm
re: No Fat Chicks- A DeDeDe guide by stabbedbyahippie

Nice work stab. This guide is great. Maybe it will help me use Dedede again.



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Piginabag
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Jul 04, 08 at 1:00pm
re: No Fat Chicks- A DeDeDe guide by stabbedbyahippie

Don't underestimate Nair; it has its uses.

Also, I THINK (not sure) that you can follow down grab with an unavoidable dash attack vs falco.

Its worked for me various times but that may have just been my opponent getting my hopes up and not rolling away.



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stabbedbyahippie
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Jul 04, 08 at 1:10pm
re: No Fat Chicks- A DeDeDe guide by stabbedbyahippie

quote Piginabag
Don't underestimate Nair; it has its uses.

Also, I THINK (not sure) that you can follow down grab with an unavoidable dash attack vs falco.

Its worked for me various times but that may have just been my opponent getting my hopes up and not rolling away.
Nair may have it's uses but compared to DeDeDe's other aerials, it's rather useless except comboing into other moves at low percents.

And I'll go test the dash attack thing on falco right now.



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Relient K
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Jul 04, 08 at 1:28pm
re: No Fat Chicks- A DeDeDe guide by stabbedbyahippie

wow. it looks like you have alot of free time.



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stabbedbyahippie
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Jul 04, 08 at 1:31pm
re: No Fat Chicks- A DeDeDe guide by stabbedbyahippie

quote Relient K
wow. it looks like you have alot of free time.
>_<

Btw down throw to dash attack isn't unavoidable. They can roll out of the way or just tech the Dthrow.



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Sephiroth25
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Jul 04, 08 at 1:51pm
re: No Fat Chicks- A DeDeDe guide by stabbedbyahippie

Your title is offensive to every girl here.

OOOOOOH BURN!!!



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Jul 04, 08 at 1:58pm
re: No Fat Chicks- A DeDeDe guide by stabbedbyahippie

quote Sephiroth25
Your title is offensive to every girl here.

OOOOOOH BURN!!!
Ha! Nice Guide Stab



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Kanon_fan
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Jul 04, 08 at 2:03pm
re: No Fat Chicks- A DeDeDe guide by stabbedbyahippie

quote Sephiroth25
Your title is offensive to every girl here.

OOOOOOH BURN!!!
Dont be silly, There are no girls on the Internet






Uguu~



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Jul 04, 08 at 4:44pm
re: No Fat Chicks- A DeDeDe guide by stabbedbyahippie

nice guide maybe now neo will more than just 2 GOOD Dedede users



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WiseLugia
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Jul 04, 08 at 5:14pm
re: No Fat Chicks- A DeDeDe guide by stabbedbyahippie

I'm the second best D3 on the site and I didn't even need to read this thing.

The first is Piggy just fyi. Predictable doesn't even begin to describe what Stab is. =(



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Luwiigi
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Jul 04, 08 at 5:20pm
re: No Fat Chicks- A DeDeDe guide by stabbedbyahippie

quote WiseLugia
I'm the second best D3 on the site and I didn't even need to read this thing.

The first is Piggy just fyi. Predictable doesn't even begin to describe what Stab is. =(
we have never done a D3 ditto



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Jul 04, 08 at 5:22pm
re: No Fat Chicks- A DeDeDe guide by stabbedbyahippie

If you're even with Stab, which you supposedly are, we don't have to.



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