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- This article is about Bandana Dee's appearance in Super Smash Flash 2. For the character in other contexts, see Bandana Dee.
| Bandana Dee |
in Super Smash Flash 2
|Final Smash||Flare Beam|
Bandana Dee is a playable newcomer starter character in Super Smash Flash 2 who was revealed during the Day 3 stream at Super Smash Con 2016. He hails from the Kirby series and, like PAC-MAN, is a character who originally appeared as an Assist Trophy. His sprites are heavily edited from Kirby Super Star Ultra to give him his appearance from Kirby's Return to Dream Land.
Bandana Dee is ranked 26th on the current tier list, putting him at the middle of low tier. Bandana Dee has a great combo game, with his up tilt, neutral aerial, up aerial, down aerial, down tilt, dash attack, and throws granting him the ability to string together multiple attacks for good damage. He also has a good edgeguarding game, with three midair jumps, a powerful drag-down/meteor in his down aerial, and a powerful back aerial allowing him to fence of pain fighters into the blast zone. His throws all have utility: Forward Throw allows him to combo into aerials at low percent and can be used as a sacrificial KO; Back Throw can easily put foes into a bad situation, by either putting them in a tech chase scenario or launching them offstage into a bad position; Up Throw can be used to combo into his aerial attacks and Waddle Copter; and Down Throw is a solid combo throw that can KO at high percents. He also has a good punish game, as Waddle Copter is a fast, powerful KO move that can KO a foe with ease off of a single mistake or read.
However, he suffers from a lack of kill power, with his main KO moves being hard to land (back aerial, Waddle Copter) or moderate lag (smash attacks) and often relying on hard reads to pick up the KO. He also struggles greatly with his very low endurance, as his extremely light weight and floatieness combined with his abysmal recovery which relies on his weak double jumps and low-distanced Waddle Copter makes him incredibly easy to KO. His recovery also makes his edgeguarding game weaker, as going offstage with a Fence of Pain combo or down aerial often leads to a situation where Bandana Dee cannot recover, meaning his edgeguards often end up being stock trades instead of KOs. Additionally, many of his attacks are multi-hits, and although some of them connect reliably, attacks that would otherwise be potent combo moves (such as neutral and forward aerial) have significantly hampered utility due to not connecting reliably into the final hit.
Overall, Bandana Dee's strengths are mostly overshadowed by his drawbacks and this leaves him as a low tier character. However, he was buffed in the most recent update, Beta 1.1, which may increase his viability in the future.
|Standard attack 1||Stabs with his spear forwards, at an upward angle. Combos reliably into grab at most percents.||2%|
|Standard attack 2||Stabs with his spear forwards, at a downward angle. Can combo into grab.||3%|
|Standard attack 3||Stabs with his spear forwards. More range than the other hits.||4%|
|Dash attack||Pauses before leaping forward and spinning (along with his spear) wildly. Hits twice: the first links reliably into the second if not used at extremely close range, dealing 4%, and the second deals 7% and combos into grounded moves (notably combo starters such as neutral attack and up tilt) at low percent, for a total of 11%.||4%7%|
|Forward tilt||Thrusts his spear forwards, after twirling it first. Has a bit of startup lag.||9%|
|Up tilt||Swings his spear upwards in an arc. Can combo into itself, up smash, and neutral aerial at low percents.||7%|
|Down tilt||Performs a sliding kick attack, similar to Mega Man's down tilt. Inspired by Kirby's Slide Kick in the Kirby games. He can also perform this attack in the Kirby games in which he himself is playable. Combos into up tilt, forward tilt, jab, neutral aerial, and up smash at low percents, and forward aerial at mid percents. Can also combo into up aerial, depending on the opponent's DI.||7%|
|Forward smash||Swings his spear in front of him as it turns into a parasol.||13.5%|
|Up smash||Places his spear on the ground, which releases some sphere-shaped beams around its tip. Can combo into itself at low percent.||1%|
|Down smash||Slashes with great strength in front of, then behind himself.||14%|
|Neutral aerial||Does a buzzsaw-like movement with his spear, hitting opponents multiple times. Can hit up to 4 times, the first 3 dealing about 1.5%, with the last dealing 6% and some knockback, for a total of 12%. The hits don't connect very reliably, though the multi-hit can be used while landing as a combo starter at low percents.||1.5%|
|Forward aerial||Swings his spear forwards. Power orbs will appear around the tip. A multi-hit, though doesn't connect very well.||2%|
|Back aerial||Does a kick backwards. Decent range and does strong knockback. A fast, powerful KO aerial, KOing middleweights at around 95% at the edge of Final Destination.||12%|
|Up aerial||Thrusts his spear upwards. Can follow-up into Spear Copter at low percent, although has fairly low utility outside of dealing damage, although it does moderate knockback. Has juggling potential due to the vertical launch angle. Has a sweetspot on frame one that deals 1% more.||13%12%|
|Down aerial||Dives downwards with his spear while spinning around. Based on the Moon Drop from Spear's moveset in Kirby games. The looping hits connect very reliably, can be used as a combo starter when landing, and clang with recoveries such as that of Mario, which will launch the foe extremely quickly straight down when it clangs for a KO. The final hit has an extremely powerful meteor effect on aerial foes, which can also be used for a KO. Can also be used for a sacrificial KO due to the drag-down effect, meteor hitbox, and long duration. When Bandana Dee lands with this, the opponent will bounce off the ground with set knockback, allowing for reliable setups into aerials and Waddle Copter.||2%|
|Pummel||Headbutts opponent. Extremely fast.||1%|
|Forward throw||Lifts the opponent in the air and piledrives them. If the player performs this attack on the edge of a stage, Bandana Dee will fall down with the opponent, for a sacrificial KO.||9%|
|Back throw||Lifts the opponent in the air and kicks them backwards. Very low knockback, but can be used to set up tech chases and edgeguards. If used at the edge, Bandana Dee will fall onto the ledge and grab it after the throw.||8%|
|Up throw||Lifts the opponent upward into his parasol, twirling it several times to rack up damage. Can combo into aerials and Waddle Copter.||12%|
|Down throw||Throws the opponent to the ground, pauses, and then performs the Megaton Punch, punching them into the ground. Will KO middleweights at around 145%. Can chain grab fast fallers until around 28%. A reference to Megaton Punch, a minigame from Kirby Super Star.||10%|
|Floor attack||Spins around with his spear.||5%|
|Ledge attack||Stabs forward with his spear||6%|
|Standard special move||Beam Whip / Wave Beam||Waves a staff, charging the move, then throws two sphere-like beams that circle around each other, while pushing back Bandana Dee. If uncharged, the move blasts forth a short-range beam that moves up and down. The charged version kills at the ledge at around 140%.||2%|
|Side special move||Spear Throw||Dee throws his spear. It can pin opponents to the ground if it hits with the sweetspot, setting up for a kill move. High startup.||5%|
|Up special move||Waddle Copter||Does a short jump, then glides while spinning his spear like a helicopter blade. The descent can be cancelled by pressing down, causing Dee to fall faster and enter a helpless state. Deals heavy knockback, KOing middleweights at around 100% or more. Can combo out of up throw, and at KO percent without DI for a 50/50 KO confirm.||9%|
|Down special move||Parasol Drill / Parasol Dive||If done on the ground, Dee rushes forwards with his parasol. If in the air, Dee will fall at a downwards angle while spinning the parasol below himself. Power orbs will appear around the parasol's tip in both versions. However, the aerial version lacks the grounded version's strong knockback. The grounded version will not hit opponents very close to you.||18%|
|Final Smash||Flare Beam||Unknown.|
|On-screen appearance||Floats to the ground slowly thanks to his open parasol.|
|Idle pose||Waves his spear.|
|Taunts||Standard||Waves forward, making a pose while the 1-Up sound effect from the Game Boy Kirby titles plays.|
|Side||Same as standard.|
|Down||Same as standard.|
|Victory theme||Remix of the flourish for Kirby's victory dance from multiple Kirby games.|
|Victory pose||Throws his spear, catches it, then takes up the same pose as his taunt.|
Overall, Bandana Dee has been buffed by the game updates. Update 1.0.3 increased the combo potential of his down tilt, while also increasing the KO potential of a lot of his moves (such as Foward smash and Forward aerial), although some of his moves had reduced damage. Update 188.8.131.52 significantly buffed his KO potential by giving him a fast, powerful KO option in his Waddle Copter. Update 1.1 improved his vertical mobility and recovery, improved his jab combo, and increased Up aerial's follow-up potential.
Added to the game.
- Adjusted hitstun animation sustained during heavy knockback.
- Bandana Dee can now grab the ledge during his tumble animation.
- Down tilt has a raised angle (30-70), improving its combo potential.
- Down tilt deals more knockback (damage: 6%-7%, base: 30-35, scaling: 50-100)
- Forward smash now deals more damage (12%-13.5%) and knockback (base: 38-42, scaling: 88-90), improving its KO potential.
- Non-sweetspotted down smash deals less damage (13%-12%).
- Neutral aerial is now a single hit move (damage 11%, angle 45, base knockback 20, knockback scaling 100), making it easier to connect.
- Up aerial's clean hit deals less damage (13%-12%), although its knockback scaling has been compensated (85-90). It also has a late hit/sourspot which deals 8%.
- Up aerial has increased base knockback (20-40)
- Forward aerial's first two hits use weight-based knockback (base 35-weight-based 15), making it connect slightly better at high percent.
- Forward aerial's final hit deals more knockback (damage: 5%-6%, scaling: 100-138), drastically improving its KO potential, but reducing its combo potential at later percents.
- Back aerial's clean hit deals less damage (12%-11.5%, although the scaling has been compensated (95-105)) and base knockback (40-35). It also has a late hit/sourspot which deals 8%.
- Grounded Parasol Dive deals decreased damage (18%-15%), although its scaling has been compensated (80-105)
- Grounded Parasol Dive deals more base knockback (40-45), slightly improving its KO potential.
- Up throw deals less base knockback (90-50), improving its combo potential.
- Down Throw deals more damage (7%-10%), improving its KO potential.
- Getup attack properly deals damage.
- Waddle Copter deals significantly increased damage (9%-13%) and knockback (scaling: 68 (grounded)/55 (aerial)-90 (grounded)/80 (aerial)), significantly improving its KO potential, to the point of being one of Bandana Dee's best KO options.
- No longer uses Kirby's voice when stunned.
- Jump (12 → 13.4) and double jump (11 → 12.4) have increased heights, improving his ground-to-air transition and recovery, respectively.
- Dodge roll has increased initial speed (8 → 20), but increased deceleration (0 → 2.14)
- Getup roll has increased initial speed (16-30).
- Gravity increased (0.85 → 1.06), increasing Bandana Dee's aerial mobility and vertical endurance, but making him more susceptible to combos and chaingrabs.
- Jab combo's first two hits link together more reliably (Jab 1: Angle 30° → 50°, BKB 8 → 15, Hitlag -1 → 4, Self Hitlag -1 → 1, Jab 2: Angle 70° → 57°, BKB 8 → 15, Hitlag -1 → 4, Self Hitlag -1 → 1), while jab 3 deals more knockback (BKB 10 → 40, Hitlag -1 → 4, Self Hitlag -1 → 1).
- Down Tilt has increased initial momentum (10 → 13.75), although its momentum decays by 30% after 6 frames.
- New dash attack and down aerial.
- Neutral aerial is now a multihit again, making it harder to connect, although it deals more total damage (11% → 12%), has increased duration (19 → 22), and has a stronger final hit.
- Foward aerial final hit knockback decreased (BKB 50 → 30, KBG 138 → 123), increasing its combo potential, but lowering its KO potential. Its hitlag is also no longer based on damage (-1 → 1).
- Up aerial now has a sweetspot when the hitbox first comes out (Damage 12% →13%, Angle 85° → 88°, BKB 40 → 45, KBG 90 → 102).
- Beam Whip and Parasol Dive's hitlag is no longer dependant on damage (-1→1)
- Getup attack's hitbox is slightly smaller and can no longer reverse-hit opponents.
In competitive play
Tier placement history
- Bandana Dee, Sandbag, Chibi-Robo, Black Mage, Mega Man, PAC-MAN and Bomberman are currently the only true "silent characters" in the game.