INTRODUCTION

Spoiler

Waddle Dee​

A thrown waddle doo does about 7% damage

Instead of jumping, a waddle doo will use a beam attack. If this attack fully connects, It will do about 15-20% damage.

After 3 beam attacks, they will usually disappear

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Waddle Doo​

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Gordo​

THROWS

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straight tilt throw





upward tilt throw





downward tilt throw





aerial straight tilt throw





aerial upward tilt throw





aerial downward tilt throw​

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straight smash throw





upward smash throw





downward smash throw





aerial straight smash throw





aerial upward smash throw





aerial downward smash throw​

RE-THROWS

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straight "A" toss.



*Note: you can still angle this as you would a normal tilt throw, but i'm lazy and didn't record the rest​

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straight z toss





downward z toss





downward z toss





straight rising z toss





upward rising z toss





downward rising z toss​

WADDLE DASHING

Spoiler

basic waddle dash





backwards waddle dash





basic aerial waddle dash from upward tilt throw





double waddle dash in same jump





double waddle dash in separate jumps





rising z toss waddle dash





rising z toss double waddle dash





b-reversed waddle dash





b-reversed waddle dash back​

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waddle dashing for recovery





waddle dash backward mix up





waddle dash into up b​

UNDER CONSTRUCTION



Will continue when I have examples of approach and retreat with waddle dashing and possibly more sections/edits based on suggestions​

A lot of people have been asking me how to implement side b into their gamplay, so I figured I'd make a quick guide. I apologize for any formatting errors, low quality of gifs, and redundancy in advance, as I have not done anything like this before. Hope it helps!Dedede's side b, also known as the waddle dee toss, allows dedede to throw a waddle dee, waddle doo, or Gordo. There is a 71.4% chance of throwing a waddle dee, a 20.4% chance of throwing a waddle doo, and an 8.2% chance of throwing a Gordo. In my own testing, I found that waddles will last on the screen for about 12-13 seconds, before disappearing. Gordo's will disappear after they hit the ground twice. Waddles and Gordos will also disappear of they fall or are hit to a blast zone. You can only have 2 waddles/Gordos on the screen at a time, and throwing another will make the one that has been out the longest disappear. If both your waddles are in hitstun, you cannot throw another.Dedede's waddles are what you want to focus on when using side b, as both waddle dees and waddle doos have similar aspects and the highest chance of being thrown. A thrown Waddle dee will deal 5% damage, and a low amount of knockback. Waddle dees and Waddle doos will only deal damage when they are thrown or attacking, and will damage each other. After being thrown out, Waddle dees will wander around and sometimes jump until they despawn. When a Waddle dee jumps, he acts as a projectile of sorts, dealing 8% damage. Waddle dees will jump at random while on the ground. Both waddle dees and waddle doos can be rethrown by pressing a while near them, pressing z while near them in the air, or air dodging into them.Waddle doos are very similar to waddle dees, besides a few important differences:A Waddle doo's beam attack allows for very easy follow ups and can damage people while they are in a grab.Gordo's will not be seen too often, but are very different than waddles. They act as a projectile the whole time they are out, will not disappear over time, have great kill potential, they cannot be rethrown, and disappear upon hit. When they hit the ground or a wall, they will bounce, and when hitting another surface after bouncing, they will disappear. They also have a very different arc then waddles and will be thrown further distances. They are also seem very floaty when thrown. Upon contact, they will deal about 22% damage. If a gordo hits a waddle, the gordo will disappear, and in most cases, that waddle will fly to the blast zone and disappear.There are two different ways to throw waddles/gordos out of side b and 3 different angles for each. Tilt throws, done by inputting the side b as a tilt, and normal throws, done by inputting side b as a smash. You can then angle these throws by tilting the stick up or down during the side b, allowing you to throw straight, upward, or downward. These options remain in the air. The throw is also faster in the air than on the ground.Tilt throws are the shortest throws Dedede can do. I find them to be good for stage control and projectile shields against certain characters, and in the air, they set up for waddle dashes very well. An upward tilt throw on the ground can act as a sort of anti-air that remains close to you, a downward throw is good if you want to have a waddle close to you for protection and waddle dashing, but straight throws are usually better to input as a normal throw instead of a tilt. In the air, the straight and downward throws work very well for spacing and stopping an opponents approach. Any rethrow Dedede does will be a tilt throw.This is the throw I generally use the most in neutral game and combos. It's length allows for excellent spacing and lets you set up waddles further down the stage for even more stage control. Upward throws serve a similar purpose to it's tilt throw version, just for a further distance and can even be used to stop air camping opponents. Straight throw is your best grounded option for a projectile and spacing, and downward serves a similar purpose to it's tilt variant. In the air, I find that retreating downward is excellent for stopping approach and escaping, and upward and stright throws serve the same purpose in the air that they do on the ground.If a waddle is on the ground or in the air, you can throw it again without taking another out. There are 3 types of rethrows: An "A" toss, a "Z" toss, and most importantly, a waddle dash. An "A" toss is performed by simply pressing A (or whatever button you have mapped to attack) close to a grounded waddle. A "Z" toss is performed by pressing Z near a waddle in the air. A waddle dash is performed by air dodging into a waddle. All rethrows throw the waddle again as a tilt throw, and they are thrown much faster than a normal side b.an A toss is probably the least useful of all rethrows. The only application I have found for it is comboing larger and heavier characters like Bowser, Charizrd, and even Dedede himself. It can be used to stop approach when someone is close to you, but waddle dashing tends to be the best option there. This can be angled the same as a tilt.This was recently brought to my attention by Metamato's thread about this found here. He summed this up quite well, and I myself haven't had much practice with this at all, so It's worth looking at what he found as it's definitely more information than I can give. Basically, it can be use as an "A" toss in the air, but also has other potential. If you jump with a waddle in front of you and press z as you rise off of the ground, you can maintain your vertical momentum and throw the waddle. This is VERY good for setting up waddle dashes and escaping some situations.This is the big one, and really the main reason I made this guide. Waddle dashing is arguably Dedede's best tool, as it allows recovery, approach, and retreat, all well throwing a waddle for a projectile. Waddle dashing is performed by air dodging into a waddle, whether they are on the ground or in the air. When you do this, Dedede will rethrow the waddle while keeping all of his momentum from the air dodge. This is because to Dedede, waddles act similar to items, except they cannot be held, so are instantly thrown. In Project M, air dodging into an item allows you to grab it, so Dedede grabs the waddle as an item and throws it, but keeps his momentum. You'll get the most momentum if you do this in the air, as you will not hit the ground to stop. To compensate for this, the higher you air dodge into a waddle on the ground, the further you'll travel.The best way to set up for these is to either use a waddle on the ground or jump and tilt throw a waddle upward, then jump again and air dodge into it. When waddle dashing, the Waddle will still be thrown as a tilt, and as always, can be angled. If you angle a waddle straight or up after an aerial waddle dash, you can jump to air dodge into it again. If you angle it downward, however, you can dash into it again without exhausting a jump. If you do this method, you will move diagonally downward, but if you use jumps, you will move generally straight. You can also set up waddle dashes extremely well with a rising z toss. Another option, mainly for mix ups, is to b-reverse a tilt throw and waddle dash into it (Thanks to OnFullTilt for b-reverse idea).Waddle dashing is Dedede's best recovery tool to cover horizontal distance. As stated previously, You can exhaust your jumps in order to gain more horizontal distance, or preserve them in going diagonal (twords the ledge in most cases). When using up b (Super Dedede Jump) out of a waddle dash, you will keep your momentum until Dedede commences the jump, so you don't always have to waddle dash twice in order to recover. This is known as the Super DUPER Dedede jump as coined by NTFSmasher . Keep this in mind, especially when recovering low, to avoid getting trapped under the stage. You can also waddle dash backwards after going forward for mix ups. I recommend doing the backwards dash if you are already over the stage, as you won't always be able to get back to the stage if you do this._________________________________________________________________________________________________________