Matchup Summary (Win Condition and Game Plan)
This matchup is defined by Greninja’s speed, low profile, and whiff-punish game running circles around Dedede’s large body if the neutral stays open, while Greninja’s light weight and weak out-of-shield game mean one clean Dedede punish can send the entire stock to the ledge immediately. Throwing Gordos carelessly only feeds Greninja an easy approach or a return hit, but well-placed Gordos still do a lot to cut off its free horizontal movement.
Dedede should not try to chase Greninja straight ahead. The steadier plan is to lock down dash and jump routes first with Gordo, Bair, Up Tilt, and retreating Forward Tilt, then intercept the actual approach with grab or Nair once Greninja is forced to commit. Greninja excels at taking the first touch, but it does not tank trades well, so once Dedede pushes it to the ledge, Up Smash and Forward Smash become realistic finishers instead of desperation swings.
The frame table shows Jab 1-3, Rapid Jab Finisher, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, every smash attack, Up Air, Down Air, Neutral B, Side B, and Down B (2) are all punishable with Grab (10f) or OOS Nair (10f) as the baseline. Up Tilt, Forward Smash, Up Smash, Down Smash, Down Air, Side B, and Down B (2) reach all the way to OOS Fair (16f) or Up Smash (17f), so Dedede can cash out much harder once Greninja is near kill percent. In contrast, Nair, Fair, and Bair either do not have a listed punish or are extremely hard to punish directly, so shield mashing there only lets Greninja re-enter with another burst option.
The win condition is to stop the ground approach with Gordo first, then trap the jump and landing with Bair, Up Tilt, and Up Smash until the ledge escape routes disappear. Deep edgeguards are less reliable than repeatedly covering Hydro Pump’s return point and ledge options while Dedede keeps his weight and disjoints onstage.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | King Dedede OOS Candidate Moves | Barely Missed Moves |
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| Jab 1 | 3 | -15 |
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| Jab 2 | 3 | -15 |
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| Jab 3 | 5 | -26 |
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| Rapid Jab | 5/8/11/14… | — | ||
| Rapid Jab Finisher | 4 | -39 |
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| Forward Tilt | 10 | -14/-14 |
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| Up Tilt | 9 | -18 |
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| Down Tilt | 5 | -12 |
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| Dash Attack | 7 | -13 |
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| Forward Smash | 13 | -26 |
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| Up Smash | 12/18 | -23 |
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| Down Smash | 11 | -29 |
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| Neutral Air | 12 | -2/-4 |
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| Forward Air | 16 | -6 |
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| Back Air | 5/7/11 | -8/-7 |
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| Up Air | 7/10/13/16/19/22 | -12/-12 |
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| Down Air | 17 | -16 |
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| Neutral B | 20—60 | -18 to -13 |
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| Side B | 24(+5) | -29/-28 |
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| Up B | 19 | — | ||
| Down B (1) | 8 (Start of Counter) | — | ||
| Down B (2) | 19 | -33/-32 |
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| Grab | 10 | — | ||
| Dash Grab | 13 | — | ||
| Pivot Grab | 14 | — |
Win Condition Checklist
- Use Gordo, Bair, Up Tilt, and retreating Forward Tilt to cut off Greninja’s dash lane and jump route before it gets to choose the timing of the scramble.
- After blocking Jab 1-3, Rapid Jab Finisher, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, any smash attack, Up Air, Down Air, Neutral B, Side B, or Down B (2), punish immediately with Grab (10f) or OOS Nair (10f).
- Convert to the bigger punish at kill percent: Up Tilt, Forward Smash, Up Smash, Down Smash, Down Air, Side B, and Down B (2) all reach OOS Fair (16f) or Up Smash (17f).
- Once Greninja is cornered, stay onstage and cover Hydro Pump re-entry, ledge jump, and neutral getup with Bair, Up Tilt, Up Smash, and Gordo instead of diving offstage.
- Since Nair, Fair, and Bair are hard to punish directly from shield, do not force an immediate swing there. Cover the landing spot and take the next turn instead.
Actions to Avoid
- Panicking at Greninja’s speed and chasing straight ahead into Down Tilt, Dash Attack, and Nair whiff-punish starters.
- Tossing Gordo carelessly at close range and handing Greninja an easy return hit or a free approach window.
- Swinging at the air after shielding Nair, Fair, or Bair and letting Greninja restart the combo route when the punish never reaches.
- Jumping too deep offstage for the kill and letting Greninja reverse the position with Bair, Substitute, or a clean Hydro Pump return.
- Tunneling only on hard-read Forward Smash kills and giving up the steadier damage and ledge control available from grab and Nair starters.