King Dedede

141 moves53 changed by HDR88 vanillainternal dedede
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
8-106Sakurai20 fixed-98230hammer2
8-106Sakurai25 fixed-91hammer2
8-10680°35 fixed-92hammer2
8-96Sakurai25 / 15-93top
hdr
Jab
7-9590°22 / 33-97210, 1, 2hammer2
7-95Sakurai25 / 15-93top
hdr
Jab
4-6370°60 / 162-224300top
4-5370°60 / 162-221, 2, 3hammer2
6370°60 / 162-201, 2, 3top
Attack100Start vanilla
Jab
no hitboxes3
vanilla
Jab
1, 2, 5, 8, 11, 14, 170.5Sakurai10 / 1210top
1, 2, 5, 8, 11, 14, 170.5Sakurai8 / 121top
hdr
Jab
4-5370°80 / 162-394470, 1top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
21-241635°40 / 92-2721590, 1head, waist
25-3310Sakurai40 / 95-260, 1head, waist

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
12-173.525°50 fixed-2912450hammer1
12-173.5367°30 fixed-291hammer2
19-216Sakurai35 / 113-200, 1hammer1, hammer2
hdr
Up Tilt
7-121288°38 / 104-187340, 1head
hdr◆‡
Down Tilt
5-710Sakurai20 / 100-195320, 1top
8-136Sakurai30 / 100-180top
8-136Sakurai20 / 100-181top

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
40-4100 / 040800, 1hammer2
40-4116Sakurai30 / 90-292, 3hammer2
42-4522Sakurai48 / 90-230, 1hammer1
42-4524Sakurai48 / 90-182hammer2
42-4324Sakurai48 / 90-183hammer2
44-451260°40 / 75-273top
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
16-231680°40 / 106-3416610, 1, 2hammer2
16-231080°40 / 106-373top
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
13-171345°60 / 85-2113440, 1hammer2
18-2111115°60 / 85-170, 1hammer2

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
5-61260°35 / 90-3538111-2, 32–0top
7-28775°40 / 95-60top
hdr◆‡
Forward Air
11-1215Sakurai30 / 85-41143141-5, 27–0, 1hammer2
13-1713Sakurai20 / 85-50, 1hammer2
hdr◆‡
Back Air
613Sakurai20 / 100-2635111-3, 28–0, 1top
7-813Sakurai20 / 100-20, 1top
9-209Sakurai20 / 100-50, 1top
hdr
Up Air
10-182366°32 / 42-91050121-4, 48–0, 1hammer1
10-18295°42 / 49-92, 3hammer1
21-23672°58 / 140-70, 1, 2, 3hammer1
hdr
Down Air
19-231090°20 / 90-81945151-5, 41–0, 1hammer1
19-2315270°20 / 64-52, 3hammer1

Special Attacks

65 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr•‡
Neutral Special
no hitboxes14
hdr•¶
Neutral Special
1– / –10grab
15Sakurai0 / 1000
10170°30 fixed1top
10170°10 fixed2top
100 / 03top
hdr
Neutral Special
no hitboxes27
vanilla
Neutral Special
18Sakurai0 / 01190
1-184Sakurai0 / 1000
vanilla
Neutral Special
1-154Sakurai0 / 1001160
vanilla
Neutral Special
no hitboxes39
vanilla
Neutral Special
no hitboxes73
vanilla
Neutral Special
no hitboxes87
vanilla
Neutral Special
no hitboxes53
vanilla
Neutral Special
112Sakurai0 / 01300
1-295Sakurai0 / 1000
SpecialNShotObjectHit vanilla
Neutral Special
no hitboxes
vanilla•‡
Neutral Special
no hitboxes10
vanilla
Neutral Special
no hitboxes26
vanilla
Neutral Special
1+5Sakurai0 / 10010
vanilla
Neutral Special
1+5Sakurai0 / 10010
vanilla
Neutral Special
1+5Sakurai0 / 10010
vanilla
Neutral Special
1+5Sakurai0 / 10010
vanilla
Neutral Special
1-165Sakurai0 / 1001170
vanilla
Neutral Special
1-305Sakurai0 / 1001310
vanilla
Neutral Special
1+5Sakurai0 / 10010
vanilla
Neutral Special
1-305Sakurai0 / 1001310
vanilla
Neutral Special
1-235Sakurai0 / 1001240
hdr•‡
Neutral Special
no hitboxes14
hdr•¶
Neutral Special
1– / –10grab
15Sakurai0 / 1000
10170°30 fixed1top
10170°10 fixed2top
100 / 03top
hdr
Neutral Special
no hitboxes27
vanilla
Neutral Special
18Sakurai0 / 010
1+4Sakurai0 / 1000
vanilla
Neutral Special
1-154Sakurai0 / 1001160
vanilla
Neutral Special
no hitboxes39
vanilla
Neutral Special
no hitboxes73
vanilla
Neutral Special
no hitboxes87
vanilla
Neutral Special
no hitboxes5330
vanilla
Neutral Special
112Sakurai0 / 01300
1-295Sakurai0 / 1000
SpecialAirNShotObjectHit vanilla
Neutral Special
no hitboxes
vanilla•‡
Neutral Special
no hitboxes10
vanilla
Neutral Special
no hitboxes26
hdr➔◆‡
Side Special
spawns gordo151
hdr
Side Special
no hitboxes57
hdr◆‡
Side Special
no hitboxes42
hdr➔◆‡
Side Special
spawns gordo151
hdr
Side Special
no hitboxes57
hdr◆‡
Side Special
no hitboxes42
hdr•‡
Up Special
no hitboxes19
hdr•‡
Up Special
no hitboxes19
hdr
Up Special
1-10465°50 / 100-14211480, 1, 2head, top
52-14711270°40 fixed-870top
52-14711270°60 / 56-871top
SpecialHiLoop vanilla
Up Special
no hitboxes
hdr
Up Special
31090°95 / 82-503610, 1, 2top
hdr
Up Special
31090°95 / 82-503610, 1, 2top
vanilla
Up Special
no hitboxes49
hdr
Up Special
no hitboxes31
hdr•‡
Up Special
no hitboxes2035
hdr•‡
Up Special
no hitboxes2035
hdr◆•‡
Down Special
no hitboxes17
hdr◆‡※∅
Down Special
1-29variesSakurai85 / 601713top
5-8variesSakurai85 / 604top
19-22variesSakurai85 / 604top
26-28variesSakurai85 / 605top
30-33variesSakurai85 / 600, 1, 2, 3hammer2, hammer1
hdr
Down Special
9-1140Sakurai60 / 46-369700hammer1
9-1130Sakurai60 / 46-421top
SpecialLwHold vanilla
Down Special
no hitboxes
SpecialLwHoldMax vanilla
Down Special
no hitboxes
SpecialLwWalk vanilla
Down Special
no hitboxes
SpecialLwTurn vanilla
Down Special
no hitboxes20
hdr•‡
Down Special
no hitboxes6
SpecialLwJump vanilla
Down Special
no hitboxes26
vanilla
Down Special
no hitboxes
SpecialLwLanding vanilla
Down Special
no hitboxes13
hdr◆•‡
Down Special
no hitboxes1712
hdr◆‡※∅•
Down Special
1-29variesSakurai85 / 60145123top
5-8variesSakurai85 / 604top
19-22variesSakurai85 / 604top
26-28variesSakurai85 / 605top
30-33variesSakurai85 / 600, 1, 2, 3hammer2, hammer1
hdr
Down Special
9-1140Sakurai60 / 46-36970120hammer1
9-1130Sakurai60 / 46-421top

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –360grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
21.6Sakurai30 fixed-252300top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
11-13– / –450grab
hdr
Pivot Grab
12-14– / –400grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1645°55 / 1251438240
1-113Sakurai60 / 1000
12-134Sakurai30 / 150-210, 1, 2, 3hammer1
hdr
Back Throw
1962°37 / 981637210
1-123Sakurai60 / 1000
13-154Sakurai30 / 150-190, 1, 2, 3hammer1
hdr
Up Throw
1490°38 / 1551940210
1-153Sakurai60 / 1000
16-184Sakurai30 / 80-190top
hdr
Down Throw
1236°84 fixed2644180
1-253Sakurai60 / 1000
24-252Sakurai65 / 70-161top

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla
Spot Dodge
intangible 3–1527
vanilla
Forward Roll
intangible 4–1334
EscapeB vanilla
Back Roll
intangible 4–1334
hdr
Air Dodge
intangible 4–265610
hdr
Air Dodge
intangible 4–265610
vanilla
Ledge Attack
24-261045°90 / 20-2424560top
vanilla
Get-Up Attack
18-19748°80 / 48-2818520top
23-24748°80 / 48-230top
vanilla
Get-Up Attack
18-19748°80 / 48-2818520top
23-24748°80 / 48-230top
DamageFall vanilla
DamageFall
no hitboxes
vanilla
DownBoundU
no hitboxes26
DownWaitU vanilla
DownWaitU
no hitboxes
DownDamageU vanilla
DownDamageU
no hitboxes14
DownDamageU3 vanilla
DownDamageU3
no hitboxes40
vanilla
DownEatU
no hitboxes30
DownStandU vanilla
Get-Up
no hitboxes30
DownForwardU vanilla
Get-Up Roll
no hitboxes36
DownBackU vanilla
Get-Up Roll
no hitboxes36
DownSpot vanilla
DownSpot
no hitboxes30
vanilla
DownBoundD
no hitboxes26
DownWaitD vanilla
DownWaitD
no hitboxes
DownDamageD vanilla
DownDamageD
no hitboxes14
DownDamageD3 vanilla
DownDamageD3
no hitboxes40
vanilla
DownEatD
no hitboxes30
DownStandD vanilla
Get-Up
no hitboxes30
DownForwardD vanilla
Get-Up Roll
no hitboxes36
DownBackD vanilla
Get-Up Roll
no hitboxes36
Passive vanilla
Tech
no hitboxes29
PassiveStandF vanilla
Tech
no hitboxes43
PassiveStandB vanilla
Tech
no hitboxes43
PassiveWall vanilla
Tech
no hitboxes27
PassiveWallJump vanilla
Tech
no hitboxes41
PassiveCeil vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes31
vanilla
Ledge Grab
intangible 1–2920
CliffWait vanilla
Ledge Hang
no hitboxes
CliffClimb vanilla
Ledge Climb
no hitboxes35
CliffEscape hdr
Ledge Roll
no hitboxes50
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes33

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes6
GuardOn vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
GuardOff vanilla
Shield
no hitboxes12

Projectiles & Articles

3 articles

Spawned objects carry their own hitboxes. Some moves put all of their damage here and none on the fighter, so this is where their numbers live. Frames count from the article appearing, not from the input.

Gordo

3 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Side Special (Throw)
1+varies60°50 / 550hip
hdr
Side Special (Attack)
1+varies60°60 fixed0hip
hdr
Side Special (Shot)
1+varies60°60 / 500, 1, 2hip

Star

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Fly
1-10470°8 / 650top

Starmissile

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
SpecialFly
1+070°77 / 780rot

Attributes

Weight & Size

Weight
107
Jostle Weight
7.9
Shield Radius
15.9

Ground Movement

Walk Speed
0.975
Walk Accel (mul)
0.1575
Walk Accel (add)
0
Initial Dash
1.48
Run Speed
1.36
Run Accel (mul)
0.04
Run Accel (add)
0.02
Traction
0.07

Jumps

Jumpsquat
5
Jump Initial Y
11.7439
Full Hop Height
32.85
Short Hop Height
15.02
Air Jump Height
32.85
Jump Count
4
Horizontal Jump Speed
1.16

Air Movement

Air Speed
0.915
Air Accel (add)
0.02
Air Accel (mul)
0.04
Air Friction
0.005
Gravity
0.095
Fall Speed
2.25

Landing Lag

Nair
11
Fair
14
Bair
11
Uair
12
Dair
15
Empty Landing
5
Heavy Landing
5

Notes

HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (50 -> 37 frames).Down Tilt
  • HDR replaces the animation (55 -> 40 frames).Forward Air
  • HDR replaces the animation (57 -> 32 frames).Back Air
  • HDR replaces the animation (80 -> 65 frames).Side Special (Start), Side Special (Miss), Side Special (Get), Side Special (Air, Start), Side Special (Air, Miss), Side Special (Air, Get)
  • HDR replaces the animation (18 -> 27 frames).Down Special (Start), Down Special (Air, Start)
  • HDR replaces the animation (72 -> 78 frames).Down Special
  • HDR replaces the animation (72 -> 31 frames).Down Special (Air)
Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 1, Jab 2, Dash Attack, Forward Tilt, Down Tilt, Up Smash, Down Smash, Neutral Air, Forward Air, Back Air, Up Air, Down Air, Neutral Special (Start), Neutral Special (End), Neutral Special (ShotObjectSwallow), Neutral Special (Air, Start), Neutral Special (Air, End), Neutral Special (Air, ShotObjectSwallow), Side Special (Start), Side Special (Get), Side Special (Air, Start), Side Special (Air, Get), Up Special (StartR), Up Special (StartL), Up Special (Failure), Up Special (Air, TurnR), Up Special (Air, TurnL), Down Special (Start), Down Special, Down Special (JumpSquat), Down Special (Air, Start), Down Special (Air), Grab, Back Throw
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Neutral Special (Loop), Neutral Special (Air, Loop)
HDR's optional gentleman jab. Land jab 1, then hold attack for this sequence, or tap repeatedly for the rapid jab.
  • Jab 3 (Gentleman)
Some values are computed at runtime and cannot be read from the script.
  • Computed at runtime, not shown: damage.Down Special, Down Special (Air)
A hitbox is out on these frames but cannot collide with a fighter, so they are not counted as active. HDR instantiates one early to widen the arc the next hit sweeps, and disarms one between the hits of a multi-hit.
  • Inert hitboxes on frames 1-4, 1-18, 9-18, 19-25 and 2 more: out, but unable to collide with a fighter, so not counted as active frames.Down Special, Down Special (Air)
HDR removes this move’s hitboxes.
  • CliffEscape
The hit lasts as long as the object carrying it does. Its script never closes the hitbox, so the active frames end where the article’s life runs out.
  • Star is on the field for up to 10 frames (param_star.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Star: Fly
Damage comes from a spawned article, listed under Projectiles & Articles.
  • Also spawns Starmissile — see Projectiles & Articles below.Neutral Special (Spit), Neutral Special (Air, Spit)
  • Damage comes from Gordo — see Projectiles & Articles below.Side Special (Start), Side Special (Air, Start)
  • Also spawns Star — see Projectiles & Articles below.Up Special (LandingR), Up Special (LandingL)
Other notes.
  • FAF here is the animation's length: the motion list sets no cancel frame for this action, so the true actionable frame may be earlier.Attack100Start, AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Neutral Special (Start), Neutral Special (ShotObjectSwallow), Neutral Special (Air, Start), Neutral Special (Air, ShotObjectSwallow), Up Special (StartR), Up Special (StartL), Up Special (Hit), Up Special (Air, TurnR), Up Special (Air, TurnL), Down Special (Start), Down Special (Turn), Down Special (JumpSquat), Down Special (Jump), Down Special (Landing), Down Special (Air, Start), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Repeats while the input is held or mashed. Frames shown are one cycle, so there is no fixed FAF.Rapid Jab
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Neutral Special (Loop), Neutral Special (ShotObjectHit), Neutral Special (EatWait), Neutral Special (EatWalkSlow), Neutral Special (EatWalkMiddle), Neutral Special (EatWalkFast), Neutral Special (EatFall), Neutral Special (Air, Loop), Neutral Special (Air, SwallowWait), Neutral Special (Air, ShotObjectHit), Up Special (Loop), Down Special (Hold), Down Special (HoldMax), Down Special (Walk), Down Special (Fall), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Land cancels: touching the ground during this move ends it in Neutral Special (EatLanding), which recovers in 30 frames rather than the 52 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Neutral Special (Air, Eat)
  • Landing lag is 35 frames, from `param_special_hi.landing_frame`. This special has no landing animation of its own — it hands the figure to the landing directly — so nothing in the script or the motion list shows it.Up Special (Air, TurnR), Up Special (Air, TurnL)
  • Land cancels: touching the ground during this move ends it in Down Special (Landing), which recovers in 12 frames rather than the 16 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Down Special (Air, Start)
  • Land cancels: touching the ground during this move ends it in Down Special (Landing), which recovers in 12 frames rather than the 44 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Down Special (Air)
  • Land cancels: touching the ground during this move ends it in Down Special (Landing), which recovers in 12 frames rather than the 69 this move would otherwise run. That is the landing animation's own length, since its motion sets no cancel frame, so the true recovery may be shorter.Down Special (Air, Max)
  • Timing from fighter_param_motion (escape_n_cancel_frame), not the animation.Spot Dodge
  • Intangible on frames 3-15.Spot Dodge
  • Timing from fighter_param_motion (escape_f_cancel_frame), not the animation.Forward Roll
  • Intangible on frames 4-13.Forward Roll, Back Roll
  • Timing from fighter_param_motion (escape_b_cancel_frame), not the animation.Back Roll
  • Timing from fighter_param_motion (escape_air_cancel_frame), not the animation.Air Dodge
  • Intangible on frames 4-26.Air Dodge, Air Dodge (Directional)
  • Landing lag is 10 frames, from common's `landing_frame_escape_air` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge
  • Timing from fighter_param_motion (escape_air_slide_cancel_frame), not the animation.Air Dodge (Directional)
  • Landing lag is 10 frames, from param_motion's `landing_frame_escape_air_slide_max` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge (Directional)
  • Held: the animation is a hold placeholder, so this ends on release or on a state change rather than on a fixed frame.Shield

ACMD

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The animation command script the frame data on this page was read from. frame and wait move the animation on; ATTACK, CATCH and hitbox! create the hitboxes; clear_all ends them.