Matchup Summary (Win Condition and Game Plan)
This matchup turns on whether King Dedede gets to stop Zelda’s setup timing with Gordo and back air long enough to force her to the ledge, or whether Zelda uses Nayru’s Love and Phantom to control the lane in front of her and keep Dedede walking into anti-airs.
Dedede’s weight and raw power make ledge back air, up tilt, and smash attacks extremely dangerous, but his large body and slow movement still make him vulnerable to staged space control, so Zelda is better off refusing to freeze at Gordo range, walking Phantom forward, and forcing jump or shield before cashing out with fair, bair, or up smash. Din’s Fire is also stronger from behind Phantom or near the ledge than from repeated straight midrange use, because it pressures Dedede’s multi-jump drift instead of giving him time to reset.
The table shows that jab, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, every smash attack, Forward Air, Up Air, Down Air, Side B, Up B, and Down B all lose to Up B (6f) or up smash (9f), so blocking hammer swings should almost always return real damage. Neutral Air has no true punish, and Back Air is effectively only punishable by Up B, so it is more stable to hold stage and read the next landing or Gordo toss than to force a scramble there.
For kills, it is more repeatable to sandwich ledge and landing with Phantom, Din’s Fire, and back air, while also covering Super Dedede Jump landings with up smash or bair, than to chase too deep offstage.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Zelda OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 10 | -18 |
| |
| Jab 2 | 11 | -13 |
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| Rapid Jab | 5/8/11… | — | ||
| Rapid Jab Finisher | 4 | -41 |
| |
| Forward Tilt | 12/16/20/23 | -21 |
| |
| Up Tilt | 7 | -21/-23 |
| |
| Down Tilt | 6 | -21 |
| |
| Dash Attack | 26 | -26 |
| |
| Forward Smash | 40 | ?/-/-18/-25 |
| |
| Up Smash | 17 | -39 |
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| Down Smash | 14 | -31/-23 |
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| Neutral Air | 7 | -4/-6 |
|
|
| Forward Air | 13 | -13 |
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| Back Air | 17 | -7 |
|
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| Up Air | 10/12/14/16/18/20/22/24 | -10 |
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| Down Air | 22 | -13/-14 |
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| Neutral B | 14 | — | ||
| Side B | 29 | -21/-11/-17 |
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| Up B | 69 | -46 |
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| Down B (1) | 10(+17) | -39 to -24 |
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| Down B (2) | 10 | -26 |
| |
| Grab | 8 | — | ||
| Dash Grab | 11 | — | ||
| Pivot Grab | 12 | — |
Win Condition Checklist
- Do not stop in front of Gordo. Reflect it with Nayru’s Love or a placed hitbox, keep Phantom moving forward, and make Dedede choose jump or shield first.
- Use Din’s Fire mostly from behind Phantom or at the ledge so it checks multi-jump drift and ledge timing instead of becoming a predictable midrange habit.
- After blocking jab, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, any smash attack, Forward Air, Up Air, Down Air, Side B, Up B, or Down B, answer with Up B (6f) or up smash (9f) and reclaim the turn every time.
- Do not overforce punishes on Neutral Air or Back Air; place fair, bair, or up smash at the landing point instead and deny the next approach or Gordo toss.
- Once Dedede is at ledge, stay onstage and split Phantom, Din’s Fire, and back air over his multiple jumps, ledge grab, and Up B landing route.
Actions to Avoid
- Do not lock yourself into holding shield just because Gordo is out and let back air plus hammer pressure push you back at the same time.
- Do not make straight midrange Din’s Fire or early Phantom releases a fixed pattern and let Dedede buy time with jumps and repeated Gordo resets.
- Do not auto-pilot Up B after blocked Neutral Air or Back Air and hand Dedede a whiff punish into ledge pressure.
- Do not chase too deep offstage and run into bair, dair, or Up B landings that make your own recovery harder than his.