King Dedede vs Mario

Mario Matchup (King Dedede)

King Dedede vs Mario

King Dedede vs Mario is about not throwing careless Gordos into Cape, stopping Mario's burst-ins with big aerials first, and cashing out ledge pressure before the heavy body gets comboed again.

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Matchup Summary (Win Condition and Game Plan)

Mario turns one clean touch into long combos and juggle pressure on a heavy target, so Dedede gets punished hard if he accepts too many close-range scraps or keeps walking into Fireball, Neutral Air, and Up Air pressure.
This matchup is also awkward because careless Gordo tosses can be sent back by Cape, but the table shows that Mario’s Jab 1, Jab 2, Jab 3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, Forward Smash, Up Smash, Down Smash, Forward Air, Down Air, Neutral B, and Side B can all be answered by Grab (10f), OOS Nair (10f), or OOS Uair (13f).
That makes the stable plan to use Back Air, Neutral Air, and Up Tilt to stop Mario’s entry first, keep Gordo for controlled spots instead of raw midrange tosses, and push the match toward ledge where Dedede’s heavier hits matter more than Mario’s combo speed.
For kills, Dedede should rely on ledge Back Air, Up Tilt, and Up Smash, while respecting Cape and FLUDD enough to avoid overchasing offstage and giving the advantage back.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldKing Dedede OOS Candidate MovesBarely Missed Moves
Jab 12-14
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Fair (+2)
  • Up Smash (+3)
Jab 22-16
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Fair (16f)
  • Up Smash (+1)
Jab 33-25
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Fair (16f)
  • Up Smash (17f)
  • OOS Bair (20f)
  • OOS Dair (25f)
Forward Tilt5-13
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Fair (+3)
Up Tilt5-18
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Fair (16f)
  • Up Smash (17f)
  • OOS Bair (+2)
Down Tilt5-15/-16
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Fair (+1)
  • Up Smash (+2)
Dash Attack6-17
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Fair (16f)
  • Up Smash (17f)
  • OOS Bair (+3)
Forward Smash15-22/-20
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Fair (16f)
  • Up Smash (17f)
  • OOS Bair (20f)
Up Smash9-20
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Fair (16f)
  • Up Smash (17f)
  • OOS Bair (20f)
Down Smash5/14-30/-20
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Fair (16f)
  • Up Smash (17f)
  • OOS Bair (20f)
Neutral Air3-2/-3/-3/-3
  • None
Forward Air16-12/-12/-13
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (+1)
Back Air6-2/-3/-2/-3
  • None
Up Air4-3
  • None
Down Air5/7/9/11/13/23-11
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (+2)
Neutral B17-23
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Fair (16f)
  • Up Smash (17f)
  • OOS Bair (20f)
  • OOS Dair (+2)
Side B12-16
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (13f)
  • OOS Fair (16f)
  • Up Smash (+1)
Up B3…
Down B (1)2 (+19)
Down B (2)21
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Do not throw raw Gordos into obvious Cape timing; use Back Air, Neutral Air, and Up Tilt first to stop Mario’s burst-in.
  • After blocking Jab 1, Jab 2, Jab 3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, Forward Smash, Up Smash, Down Smash, Forward Air, Down Air, Neutral B, or Side B, punish with the reachable option from Grab (10f), OOS Nair (10f), and OOS Uair (13f).
  • Do not force immediate retaliation after Neutral Air, Back Air, or Up Air; cover the landing route and ledge route first for the second beat.
  • Finish stocks at ledge with Back Air, Up Tilt, and Up Smash instead of taking repeated center-stage combo trades.

Actions to Avoid

  • Feeding Mario free Gordo reflects with Cape and losing stage control to your own projectile.
  • Blocking Jab 1, Jab 2, Jab 3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, Forward Smash, Up Smash, Down Smash, Forward Air, Down Air, Neutral B, or Side B and still missing the punish.
  • Swinging immediately after Neutral Air, Back Air, or Up Air when Mario is still safe enough to keep the combo pressure going.
  • Chasing too deep offstage and letting Cape or FLUDD turn Dedede’s weaker recovery into the real disadvantage.

Reference Links

Related Pages