King Dedede

141 moves53 changed by HDR88 vanillainternal dedede
Notes ↓

Jabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Jab
8-106Sakurai20 fixed-9823–0hammer2
8-106Sakurai25 fixed-91hammer2
8-10680°35 fixed-92hammer2
8-96Sakurai25 / 15-93top
hdr‡
Jab
7-9590°22 / 33-9721–0, 1, 2hammer2
7-95Sakurai25 / 15-93top
hdr↧
Jab
4-6370°60 / 162-22430–0top
4-5370°60 / 162-221, 2, 3hammer2
6370°60 / 162-201, 2, 3top
Attack100Start vanilla•
Jab
no hitboxes–3––
vanilla•
Jab
2-20 (every 3)0.5Sakurai10 / 12–2––0top
2-20 (every 3)0.5Sakurai8 / 12–1top
hdr
Jab
4-5370°80 / 162-39447–0, 1top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Dash Attack
21-241635°40 / 92-272159–0, 1head, waist
25-3310Sakurai40 / 95-260, 1head, waist

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Forward Tilt
12-173.525°50 fixed-291245–0hammer1
12-173.5367°30 fixed-291hammer2
19-216Sakurai35 / 113-200, 1hammer1, hammer2
hdr
Up Tilt
7-121288°38 / 104-18734–0, 1head
hdr◆‡
Down Tilt
5-710Sakurai20 / 100-19532–0, 1top
8-136Sakurai30 / 100-180top
8-136Sakurai20 / 100-181top

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla•
Forward Smash
no hitboxes–61––
hdr
Forward Smash
40-4100°0 / 0–4080–0, 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 hitboxes–61––
hdr‡
Up Smash
16-231680°40 / 106-341661–0, 1, 2hammer2
16-231080°40 / 106-373top
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr‡
Down Smash
13-171345°60 / 85-211344–0, 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 hitboxes–14––
hdr•¶
Neutral Special
1––– / ––1––0grab
15Sakurai0 / 100–0–
10170°30 fixed–1top
10170°10 fixed–2top
100°0 / 0–3top
hdr‡
Neutral Special
no hitboxes–27––
vanilla
Neutral Special
18Sakurai0 / 0–119–0–
1-184Sakurai0 / 100–0–
vanilla
Neutral Special
1-154Sakurai0 / 100–116–0–
vanilla
Neutral Special
no hitboxes–39––
vanilla
Neutral Special
no hitboxes–73––
vanilla
Neutral Special
no hitboxes–87––
vanilla
Neutral Special
no hitboxes–53––
vanilla➔
Neutral Special
112Sakurai0 / 0–130–0–
1-295Sakurai0 / 100–0–
SpecialNShotObjectHit vanilla•
Neutral Special
no hitboxes––––
vanilla•‡
Neutral Special
no hitboxes–10––
vanilla
Neutral Special
no hitboxes–26––
vanilla•
Neutral Special
1+5Sakurai0 / 100–1––0–
vanilla•
Neutral Special
1+5Sakurai0 / 100–1––0–
vanilla•
Neutral Special
1+5Sakurai0 / 100–1––0–
vanilla•
Neutral Special
1+5Sakurai0 / 100–1––0–
vanilla
Neutral Special
1-165Sakurai0 / 100–117–0–
vanilla
Neutral Special
1-305Sakurai0 / 100–131–0–
vanilla•
Neutral Special
1+5Sakurai0 / 100–1––0–
vanilla
Neutral Special
1-305Sakurai0 / 100–131–0–
vanilla
Neutral Special
1-235Sakurai0 / 100–124–0–
hdr•‡
Neutral Special
no hitboxes–14––
hdr•¶
Neutral Special
1––– / ––1––0grab
15Sakurai0 / 100–0–
10170°30 fixed–1top
10170°10 fixed–2top
100°0 / 0–3top
hdr‡
Neutral Special
no hitboxes–27––
vanilla•
Neutral Special
18Sakurai0 / 0–1––0–
1+4Sakurai0 / 100–0–
vanilla
Neutral Special
1-154Sakurai0 / 100–116–0–
vanilla
Neutral Special
no hitboxes–39––
vanilla
Neutral Special
no hitboxes–73––
vanilla
Neutral Special
no hitboxes–87––
vanilla•
Neutral Special
no hitboxes–5330–
vanilla➔
Neutral Special
112Sakurai0 / 0–130–0–
1-295Sakurai0 / 100–0–
SpecialAirNShotObjectHit vanilla•
Neutral Special
no hitboxes––––
vanilla•‡
Neutral Special
no hitboxes–10––
vanilla
Neutral Special
no hitboxes–26––
hdr➔◆‡
Side Special
spawns gordo151––
hdr◆
Side Special
no hitboxes–57––
hdr◆‡
Side Special
no hitboxes–42––
hdr➔◆‡
Side Special
spawns gordo151––
hdr◆
Side Special
no hitboxes–57––
hdr◆‡
Side Special
no hitboxes–42––
hdr•‡
Up Special
no hitboxes–19––
hdr•‡
Up Special
no hitboxes–19––
hdr
Up Special
1-10465°50 / 100-1421148–0, 1, 2head, top
52-14711270°40 fixed-870top
52-14711270°60 / 56-871top
SpecialHiLoop vanilla•
Up Special
no hitboxes––––
hdr➔
Up Special
31090°95 / 82-50361–0, 1, 2top
hdr➔
Up Special
31090°95 / 82-50361–0, 1, 2top
vanilla•
Up Special
no hitboxes–49––
hdr‡
Up Special
no hitboxes–31––
hdr•‡
Up Special
no hitboxes–2035–
hdr•‡
Up Special
no hitboxes–2035–
hdr◆•‡
Down Special
no hitboxes–17––
hdr◆‡※∅
Down Special
1-29variesSakurai85 / 60–181–3top
5-8variesSakurai85 / 60–4top
19-22variesSakurai85 / 60–4top
26-28variesSakurai85 / 60–5top
30-33variesSakurai85 / 60–0, 1, 2, 3hammer2, hammer1
hdr
Down Special
9-1140Sakurai60 / 46-36970–0hammer1
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 hitboxes–20––
hdr•‡
Down Special
no hitboxes–6––
SpecialLwJump vanilla•
Down Special
no hitboxes–26––
vanilla•
Down Special
no hitboxes––––
SpecialLwLanding vanilla•
Down Special
no hitboxes–13––
hdr◆•‡
Down Special
no hitboxes–1712–
hdr◆‡※∅•
Down Special
1-29variesSakurai85 / 60–146123top
5-8variesSakurai85 / 60–4top
19-22variesSakurai85 / 60–4top
26-28variesSakurai85 / 60–5top
30-33variesSakurai85 / 60–0, 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––– / –––36–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
21.6Sakurai30 fixed–28–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
11-13––– / –––45–0grab
hdr
Pivot Grab
12-14––– / –––40–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1645°55 / 125–1438240–
1-113Sakurai60 / 100–0–
12-134Sakurai30 / 150–0, 1, 2, 3hammer1
hdr‡
Back Throw
1962°37 / 98–1637210–
1-123Sakurai60 / 100–0–
13-154Sakurai30 / 150–0, 1, 2, 3hammer1
hdr
Up Throw
1490°38 / 155–1940210–
1-153Sakurai60 / 100–0–
16-184Sakurai30 / 80–0top
hdr
Down Throw
1236°84 fixed–2644180–
1-253Sakurai60 / 100–0–
24-252Sakurai65 / 70–1top

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla•
Spot Dodge
intangible 3–15–27––
vanilla•
Forward Roll
intangible 4–13–34––
EscapeB vanilla•
Back Roll
intangible 4–13–34––
hdr•
Air Dodge
intangible 4–26–5610–
hdr•
Air Dodge
intangible 4–26–5610–
vanilla
Ledge Attack
24-261045°90 / 20-242456–0top
vanilla
Get-Up Attack
18-19748°80 / 48-281852–0top
23-24748°80 / 48-230top
vanilla
Get-Up Attack
18-19748°80 / 48-281852–0top
23-24748°80 / 48-230top
DamageFall vanilla•
DamageFall
no hitboxes––––
vanilla
DownBoundU
no hitboxes–26––
DownWaitU vanilla•
DownWaitU
no hitboxes––––
DownDamageU vanilla•
DownDamageU
no hitboxes–14––
DownDamageU3 vanilla•
DownDamageU3
no hitboxes–40––
vanilla
DownEatU
no hitboxes–30––
DownStandU vanilla
Get-Up
no hitboxes–30––
DownForwardU vanilla
Get-Up Roll
no hitboxes–36––
DownBackU vanilla
Get-Up Roll
no hitboxes–36––
DownSpot vanilla
DownSpot
no hitboxes–30––
vanilla
DownBoundD
no hitboxes–26––
DownWaitD vanilla•
DownWaitD
no hitboxes––––
DownDamageD vanilla•
DownDamageD
no hitboxes–14––
DownDamageD3 vanilla•
DownDamageD3
no hitboxes–40––
vanilla
DownEatD
no hitboxes–30––
DownStandD vanilla
Get-Up
no hitboxes–30––
DownForwardD vanilla
Get-Up Roll
no hitboxes–36––
DownBackD vanilla
Get-Up Roll
no hitboxes–36––
Passive vanilla
Tech
no hitboxes–29––
PassiveStandF vanilla
Tech
no hitboxes–43––
PassiveStandB vanilla
Tech
no hitboxes–43––
PassiveWall vanilla•
Tech
no hitboxes–27––
PassiveWallJump vanilla•
Tech
no hitboxes–41––
PassiveCeil vanilla
Tech
no hitboxes–27––
Pass vanilla•
Pass
no hitboxes–31––
vanilla
Ledge Grab
intangible 1–29–20––
CliffWait vanilla•
Ledge Hang
no hitboxes––––
CliffClimb vanilla
Ledge Climb
no hitboxes–35––
CliffEscape hdr✕
Ledge Roll
no hitboxes–50––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–13––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–33––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–6––
GuardOn vanilla
Shield
no hitboxes–8––
Guard vanilla•
Shield
no hitboxes––––
GuardOff vanilla
Shield
no hitboxes–12––

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; one cycle is 20 frames. 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 45 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.