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the idea is: "galacta knight, but dedede."
so like things like instead of throwing a gordo he does the spinning move that leaves him open when it completes but hits like a dump truck
and for the down special he could have a charged attack where he sticks his hammer into the ground and, if the button is tapped, he lets out a stream of fire or, if the button was held, a volley of missiles fire. the attack leaves him open.
up special leaves a shockwave that travels a short distance that, as a trade-off, leaves him open when he lands
the entire point of this is: "masked dedede is powerful, but his attacks better land."
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Step Event0
for object cs_playercursor_obj:
second index out of bounds request 0,20 maximum size is 1
############################################################################################
--------------------------------------------------------------------------------------------
called from - gml_Script_is_valid_color (line 26)
called from - gml_Script_update_char_color (line 130)
called from - gml_Object_cs_playercursor_obj_Step_0 (line 1078)
:O
omg
obese penguin doing the french girl pose
As he is, I get the general impression that he's overtuned. Even so, with a general increase in end and/or startlag (maybe with some increased hitstun to compensate for the slower speed), I think Dedede could be one of my favorites to play/against.
Some of his normals could use adjustment though IMO. D-strong is too powerful for how fast it is and how much space it covers, B-air's hitbox lingers way too long, and u-air kills a bit too early with how hard it is to challenge and how long-lasting it is.
moves I'd buff, his dash attack could be more flavorful. I'd like to see it get a bit more start-up, but in exchange it should have armor that can absorb all but the strongest attacks to sell that Dedede is a big boy and is falling with a lot of weight and force. The animation also needs a shockwave when he lands so that it's more clear how big the hitbox is.
Neutral B is also kind of lackluster. Not being able to move with something inhaled makes it way too inflexible against projectiles, the hitbox to swallow a projectile is a bit too strict, and only shooting a generic star instead of spitting out the projectile you swallowed like in Smash is disappointing.
Gordos also seem to just pass through the drum sometimes, so that could use fixing.
Overall though, love this iteration of Dedede. Makes him so much more skill expressive and feels great to play, if a bit too strong.
When Dedede holds the jump button and mashes down-b, he will place a drum below him and another drum will refresh before the drum he is bouncing on expires, allowing him to climb vertically infinitely. Mashing the down-b while the drum is out gives him a little air stall, which is just long enough to float above the drum until a new one respawns. I imagine this could be fixed by either making the drum refresh very slightly later, or by making the drum-less down-b give you no vertical boost/ only 1 vertical boost before touching the ground.
Dair needs to have less end lag. I see it was buffed recently but whiffing it on tree top and dying from it seems a bit unfair considering it's just a quick downward strike. If it was multihit I could see it but it makes it not fun to use while edge guarding.
Otherwise everything feels great. Really nice iteration of him. Definitely one of my favorite WS characters.