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This article is about King Dedede's appearance in Super Smash Bros. for Nintendo 3DS and Wii U. For other uses, see King Dedede.
King Dedede
King Dedede SSB4
KirbySymbol
Universe Kirby
Also appears in Super Smash Bros. Brawl
Availability Starter
Final Smash Dedede Burst
Tier F (52)
Character Statistics
Number of Jumps 5
Can Wall Jump No
Can Wall Cling No
Can Crawl No
Has a Tether No
Voice Actor
Voiced by Masahiro Sakurai

King Dedede, also known as simply Dedede (デデデ, Dedede), is a playable character and a returning veteran in Super Smash Bros. for Nintendo 3DS and Wii U. He was announced on January 10th, 2014, to commemorate the release of Kirby: Triple Deluxe in Japan.

King Dedede currently ranks 52nd on the tier list. While he boasts from having disjointed hitboxes that grants him superior range, as well massive power behind most of his moves, he has sluggish frame data and poor mobility. In addition, the removal of all the traits that made him a top tier in Brawl (such as his infamous chain-grab) have been removed, worsening his game overall.

Attributes

Strengths

  • Third heaviest in the game, after Bowser and Donkey Kong.
    • Also has the highest vertical survivability due his falling speed, which is the second highest in the game, after Fox.
  • Powerful smash attacks that cover great range.
    • In fact, he has the strongest Forward Smash in the game (excluding Lucario with Max Aura Power).
  • All attacks save for Up Tilt, Down Tilt, Neutral Aerial, and Dash Attack have disjointed hitboxes.
  • All Smash Attacks, Neutral Aerial, Jet Hammer and Super Dedede Jump have transcending priority.
  • Forward Tilt has the highest range of all in the game.
  • Dash Attack is the strongest in the game.
  • Decent standard ground and aerial attacks which have good damage and range.
  • Powerful combo throw potential.
  • Has many attacks that inflict high shield damage.
  • Has one of the highest vertical recoveries in the game.
  • Can perform sacrificial KO's with Inhale.
  • Gordo Toss can be launched at different speeds and angles, forcing opponents to be on their guard. If it hits a ledge corner it can be stuck for a few seconds, making it useful for edge guarding.
  • Jet Hammer can land KOs at early percentages, especially when fully charged.
  • Two powerful Meteor Smashes: Down Aerial and Up Special (Super Dedede Jump).
  • Inhale can be used to inhale most projectiles.

Weaknesses

  • Large frame, having big hurtboxes.
  • Not many attacks with super armor frames.
  • Poor frame data.
  • Slowest aerial speed in the game; although he can jump four times in a row, the slow speed makes his horizontal recovery very poor.
  • Seventh slowest running speed in the game.
  • Considerable lag on his most powerful attacks.
  • High landing lag in most aerials.
  • Second highest falling speed, which combined with his massive size makes him an easy combo target.
  • Has problem dealing against other zoners and campers.
  • Slow Smash Attacks. Additionally Forward and Up Smashes deal very low knockback if they hit on the sourspots (the handle).
  • Predictable recovery. Also, Dedede becomes helpless if the player cancels Super Dedede Jump, leaving him extremely vulnerable.
  • Super Dedede Jump, while providing massive vertical recovery, will not allow Dedede to cling onto ledges even if he is within range of one.
  • Gordo Toss has low priority, and can be easily reflected back at Dedede by pretty much any attack.

Summary

Kuroham-kingdedede-0

King Dedede's stats by Kurogane Hammer.

King Dedede is a powerhouse, alongside Bowser, Donkey Kong and Ganondorf, with powerful attacks that have considerable range. He is one of the heaviest characters in the game, boasting from having the highest vertical endurance in the entire game, thanks to his falling speed and weight combined. Due using a weapon, his disjointed hitboxes gives him advantage over many opponents, and because of this, his gameplay style is mostly oriented around Zoning, however, he also has an incredible grab game that allows him to play as a Half-Grappler. These two playstyles make Dedede a formidable defensive character.

One of Dedede's main strengths is his high survivability, as aforementioned; with a powerful combination of weight and falling speed, one of the highest vertical recoveries in the game, and capability of combating edge-guarding with his high range attacks, King Dedede sustain over 150% damage and still endure. Many of his attacks are also very punishing, often dealing high damage and knockback, or putting opponents at disadvantaging positions. Some moves, mostly his Smash Attacks, also deal massive shield damage, to the point of breaking shields in one hit when fully charged. Thanks to his hammer, he often finds himself at the upper hand using superior range and disjointed hitboxes.

His ground game is quite solid, with a good Neutral Attack that can be easily cancelled into his grab as the first two hits pull opponents toward Dedede. His jab is the second slowest in the game, but it still deals good damage, but the second hit transitions quickly to pull the opponent towards Dedede, to be hit by the infinite jab into a finisher, which is a deadly kill move at higher percentages. His Forward Tilt is is among the fastest of his moves, and has the highest range of all Forward Tilts in the game, allowing him to poke, pressure and interrupt attacks easily; it is an excellent spacing tool and combo move, comboing out of Down Tilt and Neutral Aerial at lower percentages. His Up Tilt can be a good combo starter, being useful to start juggling setups when opponents try to roll behind Dedede, launching opponents into the air right above him, which can combo into Up Smash and Gordo Throw at lower percentages, and Up Aerial, Forward Aerial, Neutral Aerial, and Jet Hammer at mid-high percentages; it can also be a useful kill set-up since Up Aerial is a reliable kill move. His Down Tilt is quite fast and covers huge range, being a very useful spacing tool; at lower percentages it can combo into itself, Neutral Attack, and Forward Tilt; it also combos out of fast fall Neutral Aerial, and at mid to high percentages it launches opponents into the air which can be followed up with a Forward, Neutral, or Up aerial, or even an aerial Gordo Throw. His Dash Attack has super armor frames, and is the strongest Dash Attack in the game, enough to KO opponents at mid-high percentages near the ledge, and even rivaling some Smash Attacks; it also allows Dedede to dodge very low attacks for a split of a second; however, it has high starting and ending lag that makes it easy to punish if misused; it can be used to punish rolls or edge-get-ups, but otherwise using it will get King Dedede punished.

Dedede's Smash Attacks are notable for their range and power, as well all having transcending priority, meaning they cannot clash with other attacks and can go through them. They are all good kill moves. Forward Smash is the strongest in the game, and when properly spaced, can KO opponents at around 60% by the ledge; it is his most powerful kill move, but has the highest starting and ending lag out of all Smash Attacks in the game, but packs a ton of power behind it, specially if sweetspotted. Due to its high lag, Forward Smash can be difficult to combo into or out of anything; so instead, using Dedede's other tools to set the opponent up for the Forward Smash is often more reliable. Up Smash deals very high knockback by the apex of the attack, when his hammer reaches up very high. This move is very useful to punish rolls since, similar to Ike's Up Smash, it covers the sides of Dedede as well as above him; this also makes it good for punishing aerial approaches. It combos out of Up Tilt and Down Throw at lower percentages, but doesn't combo out of anything at mid-high percentages, though it can combo into aerials at these percentages which can make it a good combo starter. His Down Smash is his fastest Smash Attack, and has good coverage on each side of himself; it deals high horizontal knockback, with a decent range to punish rolling opponents, and also for edge-guarding, as the horizontal knockback is perfect for keeping an opponent off of the stage, specially those with poor recovery.

As for his Aerials, they all have good utility and combo potential, being some of his fastest attacks, though some still have considerable starting lag. Neutral Aerial is a powerful Sex Kick that can be useful as a spacing tool against jugglers; unlike other Sex Kicks, it has transcending priority. This move is an excellent combo starter, especially when fast-falled, as it can combo into Forward Tilt, Gordo Throw, Down Tilt, Back Aerial, Forward Aerial, Up Aerial, and even grab in some cases; all of these depend on the angle at which the opponent is launched. Simply pay attention to this and then react with the right move accordingly. Forward Aerial, if properly used, can be used to pull opponents downwards offstage, especially at low percentages; it is a good combo move and edge-guarding tool as it has a good horizontal knockback behind it; it combos out of Down Throw, Neutral Aerial, Up Tilt, Down Tilt, and Up Throw. Back Aerial is great for edge-guarding, and can auto-cancel in short hops, being a strong and safe option for poking; as far as combos though, Back Aerial has some use, but other than that is not the best of his aerials for combos; it combos out of Up Throw, Up Tilt, and Neutral Aerial but not much else. Up Aerial is surprisingly strong for a multi-hit move, capable of KO'ing most characters at around 100% off the ceiling, and also has the lowest starting and ending lag of all of his kill moves; it has a multitude of set-ups both on the ground and in the air, comboing out of Down Throw, Up Throw, Up Smash, Up Tilt, Down Tilt, Neutral Aerial, and Gordo Throw. Up Aerial and can also be cancelled earlier to pull down opponents with Dedede, much like Greninja's Up Aerial. Finally, Down Aerial can Meteor Smash opponents if it hits with the tip of the hammer, otherwise dealing powerful horizontal knockback. It has high starting lag and though it does Meteor Smash, the sweetspot is quite small and requires precision; Down Aerial also has little combo use and though a good kill move off stage it does need to be used accurately.

Dedede's grab game is one of the cores of his gameplay, with a strong damaging pummel and throws that have great combo potential. Forward and Back Throws are mainly useful to get opponents offstage, although the latter is powerful enough to KO opponents at high percentages near the ledge and both can combo into Gordo Throw. Up Throw can lead into all aerials except for down aerial, while Down Throw is highly versatile, allowing true combos into Forward Tilt, Up Smash, and all aerials except Down Aerial, depending on the percentage; it can also lead to KO setups with Up Aerial at high percentages. At very low percentages, the player can bait an air dodge and punish with a Forward Smash.

As for Special Attacks, Inhale can still be used for Sacrificial KO, better than in Brawl due to Dedede's increased falling speed. Inhale allows King Dedede to launch an opponent out a good distance, making it a good move for getting an opponent off stage for edge-guarding. Inhale can be a good combo starter since after the opponent escapes from the star projectile they are launched up into the air, setting up for a Forward Aerial or Up Aerial.

Gordo Throw is perhaps King Dedede's most important move. It is his only projectile attack, though it is much more than just a projectile; it is a combo tool. It is exceptionally useful for spacing, though it is a double-edged attack, as opponents can reflect it back to Dedede even with normal attacks; using Gordo Throw in the air limits the opportunities the opponent would have to hit the Gordo and have it connect with King Dedede. The Gordo can be launched at six different angles; by using Smash inputs and tilting the control stick at different directions, the Gordo will bounce at different speeds, angles, and distances. It is, however, very useful for edge guarding, bouncing forward and striking enemies below, in a similar fashion to the Villager's Forward Smash. This move has a 50% chance to stick into a wall or edge, and when it does, opponents that attempt to grab the edge are knocked upwards; depending on the percentage, this can set up for an Aerial Attack, such as Down Aerial, or Forward Smash. The Gordo is a good combo tool as King Dedede can knock opponents into it with other moves, and then the Gordo will knock the opponent back towards King Dedede for a combo finisher with a Smash Attack or Aerial Attack.

Super Dedede Jump can bury ground enemies and also inflicts massive shield damage, with Dedede being pretty much invincible during the descent, boasting from very powerful super armor frames. Super Dedede Jump has a powerful Meteor Smash effect (one of the strongest in the game) as it begins to go back downwards, which can be used for getting off-stage kills, though this is risky since King Dedede can suicide in the process; the move's recovery height is actually very good and the range at which it can be moved left or right is quite flexible as well. The move's damage output is pretty good, but an opponent on-stage will usually be smart enough to get out of the way; the small star projectiles fired out to each side as King Dedede lands actually have a good range to them and are good at protecting him on the landing lag of the move as an opponent will usually try to dash in and attack King Dedede. The move can be canceled on the way down by inputting upwards on the control stick, which will cause Dedede to go into a helpless state and reduce the landing lag (unless it is cancelled when very close to the ground, otherwise the landing lag will be even higher than normal); use this to prevent from SDing and DI to the edge if King Dedede is in danger.

Jet Hammer, while powerful, is very situational due the high startup and ending lag, as well the low range; however it can kill opponents below 50% if fully charged, and can break shields in one hit. Jet Hammer can be charged to increase its damage output and launch power; it is a good kill move and King Dedede can move around while charging it, jumping and turning around and walking towards opponents; this move is useful for mindgames, punishing rolls by turning around and releasing the attack to connect with an opponent that has rolled past King Dedede. It combos into and out of very few moves though; also bear in mind that if the charge is held for too long, past the maximum, King Dedede will begin to slowly accumulate recoil damage until he reaches 100% at which point he won't take damage from holding the charge.

King Dedede is flashy and showy and that shows through to his moveset. Each of his special moves has a gimmick of sorts, his best kill moves have high lag but kill very early, and he has a wide range of combo moves, giving him excellent combo game, grab game, edge game, and kill moves, but suffering from high lag on many attacks. The key is to set the opponent up in a situation where they are unable to punish the starting or ending lag, having no option but to retreat or have a hammer come down on their head! King Dedede's main flaw, however, lies in his sluggish frame data, having slow speed overall: slowest air speed in the game and the seventh slowest running speed. This, combined with his massive size and second highest falling speed, makes him a very easy target for jugglers, such as Sheik and Zero Suit Samus. His lack of mobility often plays against him, preventing him from using potential follow ups and facing opponents that can camp and space easily. Dedede gameplay is mainly focused on the ground, with aerials being used to juggle opponents and rack up damage. Players must time well his attacks, as his most powerful attacks have high lag.

Differences from Brawl

Dedede received few nerfs to his air game, as well removal of his infamous chain grab. He has, however, gained a few buffs to most of his already powerful moves, as well different animations for some attacks. Several moves have been altered or changed to give different properties (most notably his Down Aerial now being a Meteor Smash rather than a multi-hit move).

Design-wise, his proportions and appearance reflect his visual in the anime Kirby: Right Back at Ya!, with a smaller head and bulkier body; his pupils are also notably smaller, giving him a less "innocent" look as seen in the Kirby games. His clothing is more detailed, with the fuzz in his robes and crown being more accentuated. He retains the same voice clips from Brawl, however they have been digitally. Lastly, he now has very exaggerated expressions for mostly everything.

Attributes

  • Larger frame.
  • Slightly heavier than in Brawl.
  • Higher falling speed, which is now the second highest, after Fox's.
  • Higher gravity.
  • Higher base jump, but lower multiple jumps.
  • Slightly slower air speed.
  • Faster walking and dashing speed.
  • Spot dodge has more startup lag, with a shorter duration and more ending lag.
  • Air dodge has less ending lag.
  • Dodge roll has more ending lag.
  • The head of his hammer is slightly larger, resulting in bigger hitboxes in all hammer attacks.

Ground Attacks

  • The third hit of his Neutral Attack can transition between rapid jabs and a finisher. Additionally, the first and second hits have slightly less startup lag, connecting better; however, they deal less damage. On the other hand, the second hit has a small chance of causing tripping.
  • Forward Tilt is now a multi-hit attack (total of 5 hits), with a much stronger knockback in the last hit. It locks opponents easily, and the last hit also has more active frames. However, despite having larger hitboxes overall, it cover less range as Dedede now holds his hammer from the middle of it rather than the end. The move also has increased ending lag.
  • Up Tilt has a slightly different animation, deals less damage and much lower knockback, no longer being a reliable KO move. It also has a sourspot at later hitboxes. However, it covers more horizontal range, specially in front of Dedede.
  • Down Tilt is now a completely different move, where he performs a tackling roll. It is faster, covers more range, has a larger hitbox that covers most of Dedede's body, and deals more knockback. However, it has more ending lag, and sends opponents in a more vertical angle, preventing it from being a reliable KO move until later percentages. Additionally, it can miss if used too close to opponents as it lacks hitboxes behind Dedede.
  • Forward Smash deals slightly more damage, deals higher knockback the sourspot, and inflicts much higher shield damage. However, the sweetspot has lower base knockback, hindering its potential for earlier KOs, although it is still the strongest Forward Smash in the game.
  • Up Smash has less startup lag and has more active frames.
  • Down Smash deals horizontal knockback rather than vertical. It has increased base knockback, but deals slightly less damage and has a shorter duration.
  • Dash Attack deals higher knockback, still boasting from being the strongest in the game. However, it now lacks hitboxes behind Dedede, missing if used too close to opponents.

Aerial Attacks

  • Slightly increased lag in all aerials.
  • Neutral Aerial has a larger and longer hitbox, and causes more knockback. It also has less ending lag.
  • Forward Aerial has a different animation, with Dedede doing an overhead swing with his hammer, similar to Kirby's Hammer in the air, but without spinning. It also has more startup and ending lag.
  • Back Aerial now has the animation of his old Forward Aerial, losing speed, priority and knockback.
  • Up Aerial is faster and has increased knockback in the last hit (to the point it can KO at mid-high percentages near the blast zone) and larger hitboxes that locks opponents more easily.
  • Down Aerial is now a single hit, with a considerable startup lag but much lower landing lag. Can also Meteor Smash if hits with the head of the hammer when the opponent is right below Dedede.

Grabs and Throws

  • Back Throw deals less damage.
  • Up Throw has less ending lag.
  • Down Throw has a different animation, with Dedede throwing the opponent on the ground by lifting and slamming. It now causes vertical knockback rather than horizontal with set knockback. Because of that, it is no longer capable of performing his infamous chain grab. On the other hand, its low base knockback can lead to many aerial follow ups.

Special Attacks

  • Inhale has slightly increased suction power. It is also slightly harder for swallowed enemies to break free.
  • New Side Special Attack, Gordo Toss, replaces his Waddle Dee Toss. As the name suggests, Dedede now only throw Gordos, pulling one and hitting it with his hammer to launch the Gordo at the opponent.
    • Gordos now cause less damage and knockback, and travel slower than in Brawl. They also bounce back softly upon hitting something, rather than continuing their trajectory, and disappearing upon falling on the ground. They bounce higher depending on Dedede's vertical position, meaning they will bounce higher if Dedede is in the air. They now cause horizontal knockback rather than vertical.
      • Additionally, players can control the speed and bouncing height of the Gordo: by holding backwards right before the Gordo is launched, it will bounce slower and higher in front of Dedede; and by holding forward the Gordo will bounce faster and lower.
    • Dedede throws the Gordo much slower than throwing his Waddle Dees. Additionally, Dedede can only launch one at time; should the attack is used again before the Gordo disappears, Dedede will swing his hammer at the air.
    • Unlike in Brawl, opponents can simply hit the Gordo with attacks to bounce it back at Dedede and inflict damage to him; in this case the Gordo travels back faster. Dedede can also re-throw Gordos if he catches up with them and press the attack button.
  • Super Dedede Jump is faster when descending, and can now bury grounded opponents and inflicts much higher shield damage. Additionally, the stars it projects when Dedede hits the ground cause higher knockback. Also, it auto-sweetspots the ledge more easily.
  • Jet Hammer charges faster, and Dedede is slightly more mobile while using it. It also has more intense visual effects, though only aesthetic. The attack inflicts much higher shield damage. Also, when Dedede's damage reaches 150% and over, he no longer receives recoil damage from overcharging.
  • New Final Smash, Dedede Burst, replacing his old one, Waddle Dee Army. It is now a ranged Final Smash rather than full-screen.

Tips for King Dedede Players

  • Forward Tilt is his best poking tool. It has formidable range, as well great speed and priority. Players can use to frustrate opponents, preventing advances or punishing mistakes from a safe range.
  • Despite boasting one of the most powerful Smash Attacks in the game, his Forward Smash should not be used carelessly, since it is slow and predictable. It is best used as for edge guarding or as a surprise attack. It also inflicts heavy shield damage, being a good pressure attack.
  • Down Throw is the staple of Dedede combos. At low percentages it can combo into Neutral Aerial, Forward Aerial and reverse Back Aerial. At higher percentages, it can guarantee kills by combo'ing into Up Aerial.
  • Despite being a bit slow, Dedede's jab can be used to combo setups and pseudo-locks; by canceling the second hit with a small pause, the player can input the two initial hits repeatedly. Double jab into grab is also a very viable option.
  • Despite having slow air movement, King Dedede is an excellent juggler. His Up Tilt and Up Smashes have high priority, and his Up Aerial is very powerful, being able to KO opponents at high percentages.
  • About Inhale:
    • While not a very useful ability, players can use it for a Sacrificial KO, swallowing enemies and proceed to jump out of the platform to take opponents along.
    • Some items, such as Wario's Bike and Wii Fit Trainer's Soccer Ball, can be swallowed and restore his health.
  • About Gordo Toss:
    • The higher Dedede is in the air when using this attack, the higher the Gordo will bounce on the ground.
    • Players should always have one on the field, even when dealing against opponents with projectiles. Having an extra obstacle between the player and the opponent can mean a great advantage, with the Gordo being a nuisance for the opponent to deal with.
    • Despite being easy to reflect, Dedede can throw the Gordo back at a faster speed by hitting the Neutral Attack button at the right time.
    • It is a very powerful tool for edge-guarding and to counter edge-guarding. The player can use it by the ledge or make it bounce towards the player.
  • About Jet Hammer:
    • While weaker than his Forward Smash (uncharged), Dedede has the advantage of being able to move and jump while charging. This makes this move a powerful asset to be used in the air, being even useful for gimping (although the ending lag is high). It also deals massive shield damage if fully charged.
  • About Super Dedede Jump:
    • Players can use this move to edge-guard our counter edge-guard (being specially useful against gimpers).
    • This move will NOT auto-sweetspot the ledge when descending, so care should be taken; canceling the move is crucial to recover during its descend.

Moveset

Ground Attacks

Jab

◾Jab – Swings his hammer twice, then spins it, hitting multiple times and finishes knocking the opponent upwards. 4% first two hits, 1% each hit, 4% on finisher

Tilts

◾Up Tilt – Throws a headbutt above him. 10-12%

◾Down Tilt – Rolls forward once. 10%

◾Forward Tilt – Extends his hammer forward and spins it, hitting many times. 9% when all hits connect

Smash Attacks

◾Up Smash – Swings his hammer above him in an arc. 14-19%

◾Forward Smash – Slams his hammer on the ground, covering a lot of space. There are three "damage points" in this attack: hitting the opponent at the beginning of the swing, when the hammer slams on the ground, or with the ground impact caused by the swing. The ground impact causes 6%. Direct hit: 24-33% Uncharged swing beginning: 15-21%

◾Down Smash – Spins once with his hammer low to the ground. 13-18%

Other Attacks

◾Dash Attack – Trips and falls on the ground, knocking anyone in the way. Very strong launch power, can KO at around 80%. 16% at the beginning, 13% at the tip.

◾Ledge Attack –

◾Get-Up Attack –

Aerial Attacks

◾Up Aerial – Spins his hammer above his head. Multi-hits; 12% when all hits connect.

◾Down Aerial – Charges for a split second, then brings his hammer down. Is a meteor smash. 15% sweet spotted, 8% if not.

◾Neutral Aerial – Stretches his arms and legs, entering a body slam position. 12% sweet spotted, 7% if not

◾Forward Aerial – Swings his hammer forward. 13%

◾Back Aerial – Swings his hammer backwards. 16%

Grabs and Throws

◾Pummel – Headbutts opponent. 3% each hit

◾Forward Throw – Holds opponent in place and hit them with his hammer. 9%

◾Back Throw – Bring opponent to his back then hit them with his hammer. 13%

◾Down Throw – Throws opponent into the ground. 6%

◾Up Throw – Throws the opponent up and his them with both hands. 9%

Special Moves

King Dedede's Special Moves
Brawl SSBWU/3DS
Standard Special Inhale
Side Special Waddle Dee Toss Gordo Throw
Up Special Super Dedede Jump
Down Special Jet Hammer
Final Smash Waddle Dee Army Dedede Burst

King Dedede's Custom Special Moves
Custom 1 Custom 2
Standard Special Dedede Storm Taste Test
Side Special Topspin Gordo Bouncing Gordo
Up Special Rising Dedede Quick Dedede Jump
Down Special Armored Jet Hammer Dash Jet Hammer

Taunts

Up Taunt: Dedede spins his hammer facing upwards.

Side Taunt: Dedede spins his hammer facing horizontally while laughing.

Down Taunt: Dedede spins and dances in a circle.

In competitive play

To be added

Trophy Description

King Dedede

Dedede3DSTrophy

He calls himself the King of Dream Land, but he doesn't have a lot of interest in ruling. He really loves to eat, so it's no surprise he's a heavyweight fighter. Despite his size and low speed, he can easily recover with his five jumps. His Jet Hammer will leave a mark on everyone he meets.

  • Game Boy - Kirby's Dream Land (08/1992)
  • 3DS - Kirby: Triple Deluxe (05/2014)

King Dedede (Alt)

For the Gordo Throw side special, King Dedede sends a Gordo bouncing with a hammer strike. It bounces off walls—or sometimes gets stuck in them. After a while it'll disappear. If an enemy hits one, it'll bounce back toward you. Use the special again to whack it back at them!

Other features

To be added

Costume Gallery

Gallery

External links

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