Doc King
Smash Lord
- Joined
- Aug 16, 2010
- Messages
- 1,790
MU Chart V1.0:
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MU Chart V2.0:
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[collapse=Ordered Matchup Rankings (V2.0 Only)]
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Matchup Rank (V2.0 Only):
is ranked 9th out of 38th in the V2.0 Matchup Chart.
MU Writeups (V2.0 Only):
[collapse=Dedede vs Snake (+1/-1) by Technical_Chase] vs SUMMARY
(+1 KING DEDEDE'S FAVOR)
(No change from MU chart ver 1.0)
This is a matchup centered around patience. King Dedede's stellar grab game poses a big threat for Snake through sheer damage output alone. However, the real danger lies in what can happen to the Snake once Dedede has chaingrabbed him to the ledge. With a proper read after a down throw or pummel release off the edge, Dedede has the potential to do massive amounts of damage or even take a stock if he reads correctly. Getting that prized grab is not without a challenge though. Snake's superior projectile game coupled with Dedede's lackluster mobility makes it very difficult for Dedede to approach at times. With patience, Dedede can get inside, but rarely without taking damage. Snake's tilts ensure that rushing in blindly is ill-advised and he is also very good at juggling Dedede due to his large frame and weight. If Dedede loses his position, Snake can pressure him and often rack on the damage while he has the momentum. Dedede on the other hand does have the ability to poke safely once he's gotten into mid-range. Snake must always be cautious with his tilts and grenades at this distance or he will be punished. While Dedede excels when Snake is off stage, Snake is in turn also very good at edgeguarding Dedede and can force Dedede into some compromising positions that lead to a lot of damage. Dedede must be very careful about Mortars, Grenades, and C4s/Landmines in order to get back on the stage safely. Super Dedede Jump is very punishable by most characters; Snake is no exception.
Overall, this matchup is a fairly close one. Dedede wins in the air and off the stage. Snake generally wins on the stage and both characters have the ability to pressure each other very well when the other is attempting to recover. Snake has an easier time outright killing in this MU, however Dedede's grabs and strong aerials give him more opportunities for a kill as a result of positioning. As both characters will typically be living to high percentages due to their sheer weight, it is not uncommon for this matchup to go (close) to time. Because of the advantages Dedede's chaingrab yields him and his dominance in the air, Dedede is believed to have a slight edge here. However, this is by no means a cakewalk for Dedede. Patience and capitalizing on each other's breaks in defenses is essential for both characters' victory.
Recommended vids:
Seibrik vs MVD
Bizkit vs Atomsk
Fatal vs Atomsk
[/collapse]
[collapse=Dedede vs Sheik (0/0) by Technical_Chase] vs SUMMARY
(EVEN)
(No change from MU chart ver 1.0)
Two characters that operate on very different mechanics; regarded to be an even matchup.
Characteristic of a ninja-based character, Sheik is very quick and a great deal of her moves are quick as well. Paired against King Dedede's slower moveset, she is a very troublesome opponent for him. Her F-Tilt lock is usually a great tool for damage racking, and here is no different. She is able to tack on damage on King Dedede very quickly, safely and efficiently. Her quick mobility also allows her to safely maneuver around a lot of King Dedede's attacks and can bait him into some awkward positions. Her Needles go a great job of racking on damage safely, and punishing King Dedede's landings as well as his recovery.
And speaking of the recovery, Sheik is also good at taking advantage there. Her quick moves enable her to frame trap him and force reactions and awkward Super Dedede Jumps. Often times, Dedede will come back on the stage but not after acquiring some damage.
Now on the flip side, King Dedede has a lot going for him in this matchup as well. His superior grab range, can outrange a lot of Sheik's tools in mid range and rack up the damage as well. F-Tilt when spaced is a great poking tool as well. In close range, Dedede can often surprise her with well timed Swallows for some quick damage. With the grab armor on it as well, Dedede does NOT mind taking a hit to get that free damage with a character as light as Sheik. The opportunities for hard punishes don't come along too often but frankly, he doesn't need to hit her that much. Unlike him, Sheik is incredibly light and dies very early to Up-Tilt and respectably early to fresh Back-air or Forward Air. The fact that he also SIGNIFICANTLY outlives her due to him weight and her lackluster killing power allows him to play catch-up efficiently. This is the main reason why Dedede is able to keep with up with limber ninja.
And off stage, Sheik has to be very careful as well. Back-air can ruin her recovery if he catches her the right way. Sheik has to get creative and mix it up, if she wants to avoid being Back-air chained too far to Vanish or Chain back to the ledge. The weak hit of Back-air is actually more dangerous in this situation than the stronger hit. Dedede's Down Tilt should also be watched out for for Sheiks seeking to grab the ledge. The trajectory can put her in a very bad situation.
So Sheik racks up the damage faster and safer while Dedede significantly outlives her and kills much earlier is most cases. Both characters can put a serious hurting on each other off stage as well making this a very close matchup all in all.[/collapse]
[COLLAPSE="Diddy vs. Dedede (+2/-2) by Player-1"]King Dedede:
As Diddy against King Dedede, you can just camp and then throw some pokes in until you get him in a good combo setup. Side-b is really good against a D3 that likes to sit in his shield, but be warned that D3 can spotdodge it and easily punish the kick part with a bair. The two biggest things going for D3 in this MU is his weight, allowing him to live for a long time, and edgeguarding Diddy. D3 is one of the heaviest characters in the game so Diddy probably won't be killing unless he's at the edge at around 140%-150% (if he has good DI). Diddy can also edgeguard him really well. A lot of D3s like to go for the edge with their midair jumps when recovering, so Diddy can just surround the edge of stage with bananas and grab the edge at the last second before D3 grabs. That way, they're forced to use their up-b, and if they land on stage, then'll be pressured with the bananas.
I would argue that D3 is one of the best characters at edgeguarding Diddy, but only really when Diddy doesn't have a 2nd jump. If Diddy doesn't have a 2nd jump and he gets hit, then he'll either have to use his side-b (which is easy to get hit out of especially with D3), or he can use his up-b, BUT his up-b won't get the stalling ability it normally does, and will fall at a normal fall rate which is very easy to gimp.
Diddy can die early to D3's utilt, but it's pretty easy to avoid along with bair, which are his 2 main killing moves. You don't want to be directly above D3's head as Diddy. If you stay away from that, you'll be fine.
In this MU, I usually ban Castle Siege or Frigate as Diddy. I ban Castle Siege for the walk offs and Frigate for the difficulty in recovering. D3 also has a bad time recovering here as well, so it can go either way. I like CPing BF over FD. On FD he can CG you for a longer period of time and easily get you off stage, but BF I find it easier to camp on due to the platforms hurting D3's aerial approaches, bananas on platforms still mess up his CG, it's a small stage and very easy combo especially due to Diddy's ability to easily get him above him and the platforms.[/COLLAPSE]
[collapse=Wolf vs Dedede (-3/+3) by Ishieymoro]
Previously: +2/-2
Reasoning:
King Dedede is agreed to be Wolf’s worst matchup by virtually all Wolf mains. He has a theoretical 0-to-death with the smallstep down-throw chain-grab > ledge infinite > down-tilt, and even without all of that he can force Wolf onto the ledge with the regular down-throw chain-grab and trap him there extremely well. Once on the ledge, Wolf is hard-pressed to get back onto the stage without getting regrabbed or hit by a back-air/up-tilt from a patient Dedede. This in essence means that one mistake from Wolf can result in a ton of damage and getting stuck in a very disadvantageous position. Not to mention that aside from this horribly skewed risk/reward ratio, King Dedede outlives Wolf significantly. While the matchup isn’t quite unwinnable, the concept of a high-level Wolf beating a high-level Dedede in tournament is basically unheard of, and as such we felt it was fair to upgrade this to a +/-3, especially when consider that Wolf has other -3 matchups in this version of the matchup chart.
Something that differentiates Dedede from Wolf’s other bad chain-grab matchups in the eyes of most Wolf mains is his ability to pressure Wolf into the grab. Because of his huge grab range, spacing aerials on Dedede’s shield requires the utmost precision to avoid punishment. This essentially allows Dedede to slowly approach Wolf from the ground and eventually corner Wolf with his strong defensive options, at which point Wolf is forced to make a risky crossover. Dedede’s back-air is also good at stuffing many of Wolf’s approaches and can lead into a grab at low percents, and combined with his up-tilt and forward-air makes it relatively easy for Dedede to beat out Wolf’s platform camping.
Recommended Videos:
Almost any set of Coney () versus Seagull () (MD) [search them on YouTube, there are a ton of videos]
Tonie versus Semifer (EU)
Michael Hey versus Choice (NorCal)[/collapse]
Changes from V1.0 to V2.0:
went from +1 to +2
went from +2 to +3
went from -1 to 0
went from +1 to +2
went from -1 to -2
went from +2 to +1
went from +3 to +2
went from +3 to +2
went from +3 to +2
-3:
-2:
-1:
0:
1:
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MU Chart V2.0:
-3:
-2:
-1:
0:
1:
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[collapse=Ordered Matchup Rankings (V2.0 Only)]
-2:
-1:
0:
+1:
+2:
+3:
-3: |
-2:
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Matchup Rank (V2.0 Only):
is ranked 9th out of 38th in the V2.0 Matchup Chart.
MU Writeups (V2.0 Only):
[collapse=Dedede vs Snake (+1/-1) by Technical_Chase] vs SUMMARY
(+1 KING DEDEDE'S FAVOR)
(No change from MU chart ver 1.0)
This is a matchup centered around patience. King Dedede's stellar grab game poses a big threat for Snake through sheer damage output alone. However, the real danger lies in what can happen to the Snake once Dedede has chaingrabbed him to the ledge. With a proper read after a down throw or pummel release off the edge, Dedede has the potential to do massive amounts of damage or even take a stock if he reads correctly. Getting that prized grab is not without a challenge though. Snake's superior projectile game coupled with Dedede's lackluster mobility makes it very difficult for Dedede to approach at times. With patience, Dedede can get inside, but rarely without taking damage. Snake's tilts ensure that rushing in blindly is ill-advised and he is also very good at juggling Dedede due to his large frame and weight. If Dedede loses his position, Snake can pressure him and often rack on the damage while he has the momentum. Dedede on the other hand does have the ability to poke safely once he's gotten into mid-range. Snake must always be cautious with his tilts and grenades at this distance or he will be punished. While Dedede excels when Snake is off stage, Snake is in turn also very good at edgeguarding Dedede and can force Dedede into some compromising positions that lead to a lot of damage. Dedede must be very careful about Mortars, Grenades, and C4s/Landmines in order to get back on the stage safely. Super Dedede Jump is very punishable by most characters; Snake is no exception.
Overall, this matchup is a fairly close one. Dedede wins in the air and off the stage. Snake generally wins on the stage and both characters have the ability to pressure each other very well when the other is attempting to recover. Snake has an easier time outright killing in this MU, however Dedede's grabs and strong aerials give him more opportunities for a kill as a result of positioning. As both characters will typically be living to high percentages due to their sheer weight, it is not uncommon for this matchup to go (close) to time. Because of the advantages Dedede's chaingrab yields him and his dominance in the air, Dedede is believed to have a slight edge here. However, this is by no means a cakewalk for Dedede. Patience and capitalizing on each other's breaks in defenses is essential for both characters' victory.
Recommended vids:
Seibrik vs MVD
Bizkit vs Atomsk
Fatal vs Atomsk
[/collapse]
[collapse=Dedede vs Sheik (0/0) by Technical_Chase] vs SUMMARY
(EVEN)
(No change from MU chart ver 1.0)
Two characters that operate on very different mechanics; regarded to be an even matchup.
Characteristic of a ninja-based character, Sheik is very quick and a great deal of her moves are quick as well. Paired against King Dedede's slower moveset, she is a very troublesome opponent for him. Her F-Tilt lock is usually a great tool for damage racking, and here is no different. She is able to tack on damage on King Dedede very quickly, safely and efficiently. Her quick mobility also allows her to safely maneuver around a lot of King Dedede's attacks and can bait him into some awkward positions. Her Needles go a great job of racking on damage safely, and punishing King Dedede's landings as well as his recovery.
And speaking of the recovery, Sheik is also good at taking advantage there. Her quick moves enable her to frame trap him and force reactions and awkward Super Dedede Jumps. Often times, Dedede will come back on the stage but not after acquiring some damage.
Now on the flip side, King Dedede has a lot going for him in this matchup as well. His superior grab range, can outrange a lot of Sheik's tools in mid range and rack up the damage as well. F-Tilt when spaced is a great poking tool as well. In close range, Dedede can often surprise her with well timed Swallows for some quick damage. With the grab armor on it as well, Dedede does NOT mind taking a hit to get that free damage with a character as light as Sheik. The opportunities for hard punishes don't come along too often but frankly, he doesn't need to hit her that much. Unlike him, Sheik is incredibly light and dies very early to Up-Tilt and respectably early to fresh Back-air or Forward Air. The fact that he also SIGNIFICANTLY outlives her due to him weight and her lackluster killing power allows him to play catch-up efficiently. This is the main reason why Dedede is able to keep with up with limber ninja.
And off stage, Sheik has to be very careful as well. Back-air can ruin her recovery if he catches her the right way. Sheik has to get creative and mix it up, if she wants to avoid being Back-air chained too far to Vanish or Chain back to the ledge. The weak hit of Back-air is actually more dangerous in this situation than the stronger hit. Dedede's Down Tilt should also be watched out for for Sheiks seeking to grab the ledge. The trajectory can put her in a very bad situation.
So Sheik racks up the damage faster and safer while Dedede significantly outlives her and kills much earlier is most cases. Both characters can put a serious hurting on each other off stage as well making this a very close matchup all in all.[/collapse]
[COLLAPSE="Diddy vs. Dedede (+2/-2) by Player-1"]King Dedede:
As Diddy against King Dedede, you can just camp and then throw some pokes in until you get him in a good combo setup. Side-b is really good against a D3 that likes to sit in his shield, but be warned that D3 can spotdodge it and easily punish the kick part with a bair. The two biggest things going for D3 in this MU is his weight, allowing him to live for a long time, and edgeguarding Diddy. D3 is one of the heaviest characters in the game so Diddy probably won't be killing unless he's at the edge at around 140%-150% (if he has good DI). Diddy can also edgeguard him really well. A lot of D3s like to go for the edge with their midair jumps when recovering, so Diddy can just surround the edge of stage with bananas and grab the edge at the last second before D3 grabs. That way, they're forced to use their up-b, and if they land on stage, then'll be pressured with the bananas.
I would argue that D3 is one of the best characters at edgeguarding Diddy, but only really when Diddy doesn't have a 2nd jump. If Diddy doesn't have a 2nd jump and he gets hit, then he'll either have to use his side-b (which is easy to get hit out of especially with D3), or he can use his up-b, BUT his up-b won't get the stalling ability it normally does, and will fall at a normal fall rate which is very easy to gimp.
Diddy can die early to D3's utilt, but it's pretty easy to avoid along with bair, which are his 2 main killing moves. You don't want to be directly above D3's head as Diddy. If you stay away from that, you'll be fine.
In this MU, I usually ban Castle Siege or Frigate as Diddy. I ban Castle Siege for the walk offs and Frigate for the difficulty in recovering. D3 also has a bad time recovering here as well, so it can go either way. I like CPing BF over FD. On FD he can CG you for a longer period of time and easily get you off stage, but BF I find it easier to camp on due to the platforms hurting D3's aerial approaches, bananas on platforms still mess up his CG, it's a small stage and very easy combo especially due to Diddy's ability to easily get him above him and the platforms.[/COLLAPSE]
[collapse=Wolf vs Dedede (-3/+3) by Ishieymoro]
Previously: +2/-2
Reasoning:
King Dedede is agreed to be Wolf’s worst matchup by virtually all Wolf mains. He has a theoretical 0-to-death with the smallstep down-throw chain-grab > ledge infinite > down-tilt, and even without all of that he can force Wolf onto the ledge with the regular down-throw chain-grab and trap him there extremely well. Once on the ledge, Wolf is hard-pressed to get back onto the stage without getting regrabbed or hit by a back-air/up-tilt from a patient Dedede. This in essence means that one mistake from Wolf can result in a ton of damage and getting stuck in a very disadvantageous position. Not to mention that aside from this horribly skewed risk/reward ratio, King Dedede outlives Wolf significantly. While the matchup isn’t quite unwinnable, the concept of a high-level Wolf beating a high-level Dedede in tournament is basically unheard of, and as such we felt it was fair to upgrade this to a +/-3, especially when consider that Wolf has other -3 matchups in this version of the matchup chart.
Something that differentiates Dedede from Wolf’s other bad chain-grab matchups in the eyes of most Wolf mains is his ability to pressure Wolf into the grab. Because of his huge grab range, spacing aerials on Dedede’s shield requires the utmost precision to avoid punishment. This essentially allows Dedede to slowly approach Wolf from the ground and eventually corner Wolf with his strong defensive options, at which point Wolf is forced to make a risky crossover. Dedede’s back-air is also good at stuffing many of Wolf’s approaches and can lead into a grab at low percents, and combined with his up-tilt and forward-air makes it relatively easy for Dedede to beat out Wolf’s platform camping.
Recommended Videos:
Almost any set of Coney () versus Seagull () (MD) [search them on YouTube, there are a ton of videos]
Tonie versus Semifer (EU)
Michael Hey versus Choice (NorCal)[/collapse]
Changes from V1.0 to V2.0:
went from +1 to +2
went from +2 to +3
went from -1 to 0
went from +1 to +2
went from -1 to -2
went from +2 to +1
went from +3 to +2
went from +3 to +2
went from +3 to +2