Diddy Kong (SSB4): Difference between revisions

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Update [[1.0.6]] reduced the KO power of a handful of Diddy's moves with the most notable of which being up aerial. Up aerial was previously incredibly powerful, especially since up aerial was an incredibly fast and versatile move which could be used as a powerful combo ender for KOes. The move received a significant damage and knockback decrease which made it a significantly less devastating KO move. Diddy's up and down throws were also adjusted which had poor synergy with Diddy's weakened up aerial. Up throw was made weaker which did make it a better combo tool at higher percents but when combined with up aerial's reduced power, this notably meant that up throw up aerial did not lead into KOes until significantly higher percents. Down throw received more knockback which made down throw up aerial (which was previously only a true KO confirm without DI) a significantly more restrictive confirm than it previously was. While these changes were impactful overall, making Diddy a less overtuned character, Diddy still remained a highly potent character despite them, with the nerfs failing to significantly bring Diddy down compared to the rest of the cast.
Update [[1.0.6]] reduced the KO power of a handful of Diddy's moves with the most notable of which being up aerial. Up aerial was previously incredibly powerful, especially since up aerial was an incredibly fast and versatile move which could be used as a powerful combo ender for KOes. The move received a significant damage and knockback decrease which made it a significantly less devastating KO move. Diddy's up and down throws were also adjusted which had poor synergy with Diddy's weakened up aerial. Up throw was made weaker which did make it a better combo tool at higher percents but when combined with up aerial's reduced power, this notably meant that up throw up aerial did not lead into KOes until significantly higher percents. Down throw received more knockback which made down throw up aerial (which was previously only a true KO confirm without DI) a significantly more restrictive confirm than it previously was. While these changes were impactful overall, making Diddy a less overtuned character, Diddy still remained a highly potent character despite them, with the nerfs failing to significantly bring Diddy down compared to the rest of the cast.


Update [[1.0.8]] brought along more changes to Diddy, including some impactful nerfs. Diddy Kong's up aerial was made slower in numerous ways which considerably hindered its utility. Its hitbox came out one frame later, significantly reducing the move's downwards range (which had numerous affects), it gained more ending lag and its auto-cancel window became far less lenient, resulting in up aerial becoming harder to land and removing a whole bunch of applications it previously had. In addition to this, its knockback was significantly reduced again, resulting in the move becoming a significantly weaker KO move. Diddy's throws were also negatively adjusted again. Up throw received a damage decrease with no significant knockback change which made Diddy's up throw combos less damaging and when combined with up aerial becoming weaker, this notably removed up throw up aerial as a KO platform on flat ground. Down throw saw a significant increase to its knockback which completely removed any remaining ability it had to lead into up aerial for potential KOes. These changes overall were even more impactful than the nerfs Diddy received in 1.0.6 and they did slightly bring Diddy down compared to the rest of the cast.
Update [[1.0.8]] brought along more changes to Diddy, including some impactful nerfs. Diddy Kong's up aerial was made slower in numerous ways which considerably hindered its utility. Its hitbox came out one frame later, significantly reducing the move's downwards range (which had numerous affects), it gained more ending lag and its auto-cancel window became far less lenient, resulting in up aerial becoming harder to land and removing a whole bunch of applications it previously had. In addition to this, its knockback was significantly reduced again, resulting in the move becoming a significantly weaker KO move. Diddy's throws were also negatively adjusted again. Up throw received a damage decrease with no significant knockback change which made Diddy's up throw combos less damaging and when combined with up aerial becoming weaker, this notably removed up throw up aerial as a KO confirm on flat ground. Down throw saw a significant increase to its knockback which completely removed any remaining ability it had to lead into up aerial for potential KOes. These changes overall were even more impactful than the nerfs Diddy received in 1.0.6 and they did slightly bring Diddy down compared to the rest of the cast.


After 1.0.8, Diddy saw a couple of minor adjustments and while some of these changes were beneficial, Diddy still remained an overall far cry to how he was in early Wii U versions. Amusingly, in patch [[1.1.1]], Diddy Kong had a glitch that had rendered him [https://www.youtube.com/watch?v=hQlcYmSAb2w invulnerable to grabs of any kind] (although he could not shield in this state) until he performed any kind of dodging maneuver. This was later fixed in patch 1.1.2, nine days after 1.1.1's worldwide release.
After 1.0.8, Diddy saw a couple of minor adjustments and while some of these changes were beneficial, Diddy still remained an overall far cry to how he was in early Wii U versions. Amusingly, in patch [[1.1.1]], Diddy Kong had a glitch that had rendered him [https://www.youtube.com/watch?v=hQlcYmSAb2w invulnerable to grabs of any kind] (although he could not shield in this state) until he performed any kind of dodging maneuver. This was later fixed in patch 1.1.2, nine days after 1.1.1's worldwide release.


Overall, Diddy Kong has been significantly nerfed since his initial release. While Diddy Kong did become more potent coming from 3DS to Wii U, due to him significantly benefitting from the game's universal changes, Diddy has since been significantly nerfed, receiving numerous reductions to his damage/KO power as well as having weakened combo tools and worse frame data. Up aerial in particular had been a rather drastically nerfed move, going from one of the best moves in the game, to simply a good but balanced move, with the move becoming slower and losing a massive chunk of its KO power, which was only further exacerbated by Diddy's altered combo throws. Despite this, Diddy Kong still remained one of the most potent characters in the game. Diddy's powerful neutral and defensive game were near untouched, with Diddy's excellent mobility and projectiles remaining completely in tact. The nerfs mainly weakened Diddy Kong's punish game but Diddy still retained his strong mobility and moveset, allowing him to still easily win neutral and get his punish game going.  
Overall, Diddy Kong has been significantly nerfed since his initial release. While Diddy Kong did become more potent coming from 3DS to Wii U, due to him significantly benefitting from the game's universal changes, Diddy has since been significantly nerfed since then, receiving numerous reductions to his damage/KO power as well as having weakened combo tools and worse frame data. Up aerial in particular had been a rather drastically nerfed move, going from one of the best moves in the game, to simply a good but balanced move, with the move becoming slower and losing a massive chunk of its KO power, which was only further exacerbated by Diddy's altered combo throws. Despite this, Diddy Kong still remained one of the most potent characters in the game. Diddy's powerful neutral and defensive game were near untouched, with Diddy's excellent mobility and projectiles remaining completely in tact. The nerfs mainly weakened Diddy Kong's punish game but Diddy still retained his strong mobility and moveset, allowing him to still easily win neutral and get his punish game going.  


While Diddy's tier placement in the vanilla version of the game is hard to determine due to its unoptimized nature, Diddy was a clear top 2 character in early Wii U versions, where Diddy was at his peak in terms of strength. After numerous patches which brought significant nerfs to Diddy as well as adding new top/high tiers through [[DLC]] and buffs, Diddy was still considered to be around top 5 by the end of the game's mainstream competitive life and he continued to receive very strong tournament results throughout the game's life, showing that despite his significant nerfs, Diddy still remained one of the most potent characters in the game.
While Diddy's tier placement in the vanilla version of the game is hard to determine due to its unoptimized nature, Diddy was a clear top 2 character in early Wii U versions, where Diddy was at his peak in terms of strength. After numerous patches which brought significant nerfs to Diddy as well as adding new top/high tiers through [[DLC]] and buffs, Diddy was still considered to be around top 5 by the end of the game's mainstream competitive life and he continued to receive very strong tournament results throughout the game's life, showing that despite his significant nerfs, Diddy still remained one of the most potent characters in the game.
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|fairname= 
|fairname= 
|fairdmg=10% (clean), 8% (late)
|fairdmg=10% (clean), 8% (late)
|fairdesc=Diddy Kong kicks both feet forward while spinning, similar to Mario and Luigi's old forward aerial in ''[[Super Smash Bros.]]''. Hits very fast, starting at frame 6, and has deceptively long range. In addition, the hitbox of the move lasts for a long period of time. It also deals decent damage and knockback and has a generous [[auto-cancel]] window, making it a safe option in the [[neutral game]] to stop approaches. It can be safely buffered out of a short hop to hit tall characters without leaving Diddy Kong vulnerable. Finally, it is a potential follow up after an up throw depending on the opponent's [[DI]] until high percents. However, the attack is not safe on shield, meaning that is it easily punishable if the opponent blocks it. Considered one of the best forward aerials in the game due to its combination of range, speed, and power.
|fairdesc=Diddy Kong kicks both feet forward while spinning, similar to Mario and Luigi's old forward aerial in ''[[Super Smash Bros.]]'' Hits very fast, starting at frame 6, and has deceptively long range. In addition, the hitbox of the move lasts for a long period of time. It also deals decent damage and knockback and has a generous [[auto-cancel]] window, making it a safe option in the [[neutral game]] to stop approaches. It can be safely buffered out of a short hop to hit tall characters without leaving Diddy Kong vulnerable. Finally, it is a potential follow up after an up throw depending on the opponent's [[DI]] until high percents. However, the attack is not safe on shield, meaning that is it easily punishable if the opponent blocks it. Considered one of the best forward aerials in the game due to its combination of range, speed, and power.
|bairname= 
|bairname= 
|bairdmg=9%
|bairdmg=9%
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|char=DiddyKong
|char=DiddyKong
|desc-up=Tosses his cap in the air and has it land on his head. This is a reference to his victory pose in ''Donkey Kong Country'', after he defeats a boss or wins in a {{s|mariowiki|Bonus Area}}.
|desc-up=Tosses his cap in the air and has it land on his head. This is a reference to his victory pose in ''Donkey Kong Country'', after he defeats a boss or wins in a {{s|mariowiki|Bonus Area}}.
|desc-side=Does a playful fighter's stance, trying to assert his dominance.
|desc-side=Does a playful fighter's stance and cackles menacingly, trying to assert his dominance.
|desc-down=Claps his hands above his head four times, switching feet in the process.}}
|desc-down=Claps his hands above his head four times, switching feet in the process.}}


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==In [[competitive play]]==
==In [[competitive play]]==
===Tier placement and history===
Since the game's release, professionals noticed that Diddy Kong gained heavy buffs despite already being one of the best characters in ''[[Brawl]]'', and soon, his players became extremely dominant in early competitive play. Diddy's throws perfectly set up his strong aerial game, with his infamous up/down throw to up aerial combo (known as the "Hoo-Hah") being an unavoidable KO confirm at a wide range of percentages, and his Banana Peel offered strong stage control in spite of its nerfs. Aside from this, his up aerial had the speed and range necessary to KO easily without the need of the "Hoo-Hah", as well as many of his moves being both speedy and hard-hitting and with good range (like forward smash). These traits resulted in him being deemed the best character in the game.
As a result of how disproportionately good Diddy Kong was for how easy he was to play, many professionals such as {{Sm|Mew2King}} and {{Sm|ZeRo}} picked him up, resulting in an abnormal number of Diddy dittos at the highest level of play. Even players who did not actively practice the game, such as {{Sm|Leffen}} and {{Sm|Armada}}, were able to gain strong results using him. Likely as a result of this, Diddy was heavily nerfed by updates [[1.0.6]] and [[1.0.8]], and his representation dropped significantly, becoming largely abandoned while {{SSB4|Sheik}} was considered the best character instead. Despite this, the top players who continued playing Diddy, such as {{Sm|Angel Cortes}}, {{Sm|Jtails}}, {{Sm|MVD}}, {{Sm|Nietono}}, and most notably, ZeRo and {{Sm|Zinoto}}, continued to push his metagame, adopting a newer, more creative playstyle that emphasizes Diddy's strong [[neutral game]] (which was not nerfed).
As a result of these factors, Diddy was ranked 9th on the first ''4BR'' [[tier list]], near the bottom of the A tier, but thanks to continued strong results from multiple top players, along with the nerfs to Sheik, {{SSB4|Zero Suit Samus}} and {{SSB4|Bayonetta}}, some matchups that previously caused him trouble in updates [[1.1.5]] and [[1.1.6]], he then took the 1st spot, at the top of the S tier, on the second tier list, despite not being as dominant as he was originally. He has since then seen only a very slight drop to 2nd place in favor of Bayonetta in the third tier list, and then to 2nd/3rd place, tying him with {{SSB4|Cloud}} on the fourth and current tier list; although he remains at the S tier and is still considered to be one of the most viable characters in the game, the larger dominance of the former two characters in other regions has caused views on Diddy to slightly dwindle.
Since ZeRo's retirement, however, Diddy Kong has not won any major tournaments at all and his strong results are still considered to be inconsistent in comparison to other characters like Bayonetta, Sheik, Cloud, {{SSB4|Mewtwo}}, {{SSB4|Fox}}, Zero Suit Samus, and {{SSB4|Rosalina}}, who have managed to obtain overall higher and more consistent results with the character. On top of this, Diddy Kong still has some very troublesome match ups as Fox, {{SSB4|Mario}}, Rosalina, Sheik and even some high and mid tiers such as {{SSB4|Olimar}} and {{SSB4|Mega Man}} do very well against him. Due to this, Diddy's tier placement is debated on as some say that the character has dropped slightly in the meta with some smashers like {{Sm|ANTi}}, {{Sm|Dabuz}}, {{Sm|ESAM}} and even ZeRo himself saying that the character shouldn't be ranked as high as he is.
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
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<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.''
''See also: [[:Category:Diddy Kong players (SSB4)]]''
 
*{{Sm|dyr|USA}} - Placed 9th at both {{Trn|Shine 2016}} and {{Trn|Super Smash Con 2017}}, 13th at {{Trn|Frame Perfect Series 2}}, and 17th at both {{Trn|EVO 2016}} and {{Trn|The Big House 7}} with wins over players such as {{Sm|Salem}}, {{Sm|Abadango}}, and {{Sm|Marss}}.
*{{Sm|Etsuji|Japan}} - The best solo-Diddy Kong player in Japan. Placed 5th at {{Trn|Umebura 33}}, 9th at {{Trn|Umebura Japan Major 2017}}, 13th at {{Trn|2GGC: Greninja Saga}}, 17th at {{Trn|Umebura 34}}, and 25th at {{Trn|EVO 2017}} with wins over players such as {{Sm|KEN}}, {{Sm|Ranai}}, and {{Sm|9B}}
*{{Sm|K9sbruce|USA}} - Co-mained Diddy Kong alongside {{SSB4|Sheik}} and is considered the best Diddy Kong player in SoCal. Placed 9th at both {{Trn|2GGC: GENESIS Saga}} and {{Trn|GENESIS 5}}, 13th at both {{Trn|2GGC: MkLeo Saga}} and {{Trn|The Big House 8}}, and 17th at {{Trn|2GGC: ARMS Saga}}.
*{{Sm|MVD|USA}} - One of the best Diddy Kong players in the world following ZeRo's retirement. Placed 5th at {{Trn|The Big House 7}}, {{Trn|GENESIS 5}}, and {{Trn|EVO 2018}}, 7th at {{Trn|Smash 'N' Splash 3}}, and 9th at {{Trn|Super Smash Con 2016}} with wins over players such as {{Sm|Nairo}}, {{Sm|Salem}}, and {{Sm|Tweek}}.
*{{Sm|Nietono|Japan}} - Co-mained Diddy Kong alongside {{SSB4|Sheik}} and is considered the best Diddy Kong player in Japan. Placed 3rd at both {{Trn|Apex 2016}} and {{Trn|EVO 2018}}, 4th at both {{Trn|Umebura 29}} and {{Trn|EVO Japan 2018}}, and 7th at {{Trn|Umebura Tokaigi Qualifier}}.
*{{Sm|RAIN|Japan}} - One of the best Diddy Kong players in Japan in the early metagame, but later dropped the character for {{SSB4|Sheik}}. Placed 1st at {{Trn|Umebura 11}}, {{Trn|Umebura 13}}, and {{Trn|Umebura 14}}, 3rd at {{Trn|KSB 2015}}, and 4th at {{Trn|Umebura 12}}.
*{{Sm|Shoyo James|USA}} - Co-mained Diddy Kong alongside {{SSB4|Luigi}} and is one of the best Diddy Kong players in United States. Placed 2nd at {{Trn|Midwest Mayhem 6: SoCal Invasion}}, 7th at both {{Trn|Super Smash Con 2017}} and {{Trn|Smash 'N' Splash 4}}, 9th at {{Trn|Smash 'N' Splash 3}}, and 13th at {{Trn|Frostbite 2018}} with wins over players such as {{Sm|CaptainZack}}, {{Sm|Elegant}}, and {{Sm|Mr. E}}.
*{{Sm|ZeRo|Chile}} - The best Diddy Kong player worldwide and of all time. Won 56 tournaments consecutively with Diddy Kong and {{SSB4|Sheik}}.
*{{Sm|Zinoto|USA}} - One of the best Diddy Kong players in the world following ZeRo's retirement. Placed 2nd at {{Trn|CEO 2016}}, 7th at {{Trn|Frostbite 2017}}, 9th at both {{Trn|CEO 2017}} and {{Trn|Get On My Level 2018}}, and 13th at {{Trn|Frostbite 2018}} with wins over players such as {{Sm|MkLeo}}, {{Sm|Nairo}}, and {{Sm|Salem}}.


''See also: [[:Category:Diddy Kong players (SSB4)]]''
===Tier placement and history===
Since the game's release, professionals noticed that Diddy Kong gained heavy buffs despite already being one of the best characters in ''[[Brawl]]'', and soon, his players became extremely dominant in early competitive play. Diddy's throws perfectly set up his strong aerial game, with his infamous up/down throw to up aerial combo (known as the "Hoo-Hah") being an unavoidable KO confirm at a wide range of percentages, and his Banana Peel offered strong stage control in spite of its nerfs. Aside from this, his up aerial had the speed and range necessary to KO easily without the need of the "Hoo-Hah", as well as many of his moves being both speedy and hard-hitting and with good range (like forward smash). These traits resulted in him being deemed the best character in the game.
 
As a result of how disproportionately good Diddy Kong was for how easy he was to play, many professionals such as {{Sm|Mew2King}} and {{Sm|ZeRo}} picked him up, resulting in an abnormal number of Diddy dittos at the highest level of play. Even players who did not actively practice the game, such as {{Sm|Leffen}} and {{Sm|Armada}}, were able to gain strong results using him. Likely as a result of this, Diddy was heavily nerfed by updates [[1.0.6]] and [[1.0.8]], and his representation dropped significantly, becoming largely abandoned while {{SSB4|Sheik}} was considered the best character instead. Despite this, the top players who continued playing Diddy, such as {{Sm|Angel Cortes}}, {{Sm|Jtails}}, {{Sm|MVD}}, {{Sm|Nietono}}, and most notably, ZeRo and {{Sm|Zinoto}}, continued to push his metagame, adopting a newer, more creative playstyle that emphasizes Diddy's strong [[neutral game]] (which was not nerfed).
 
As a result of these factors, Diddy was ranked 9th on the first ''4BR'' [[tier list]], near the bottom of the A tier, but thanks to continued strong results from multiple top players, along with the nerfs to Sheik, {{SSB4|Zero Suit Samus}} and {{SSB4|Bayonetta}}, some matchups that previously caused him trouble in updates [[1.1.5]] and [[1.1.6]], he then took the 1st spot, at the top of the S tier, on the second tier list, despite not being as dominant as he was originally. He has since then seen only a very slight drop to 2nd place in favor of Bayonetta in the third tier list, and then to 2nd/3rd place, tying him with {{SSB4|Cloud}} on the fourth and current tier list; although he remains at the S tier and is still considered to be one of the most viable characters in the game, the larger dominance of the former two characters in other regions has caused views on Diddy to slightly dwindle.


*{{Sm|dyr|USA}} (#53) - Placed 9th at both {{Trn|Shine 2016}} and {{Trn|Super Smash Con 2017}}, 13th at {{Trn|Frame Perfect Series 2}}, and 17th at both {{Trn|EVO 2016}} and {{Trn|The Big House 7}} with wins over players such as {{Sm|Salem}}, {{Sm|Abadango}}, and {{Sm|Marss}}.
Since ZeRo's retirement, however, Diddy Kong has not won any major tournaments at all and his strong results are still considered to be inconsistent in comparison to other characters like Bayonetta, Sheik, Cloud, {{SSB4|Mewtwo}}, {{SSB4|Fox}}, Zero Suit Samus, and {{SSB4|Rosalina}}, who have managed to obtain overall higher and more consistent results with the character. On top of this, Diddy Kong still has some very troublesome match ups as Fox, {{SSB4|Mario}}, Rosalina, Sheik and even some high and mid tiers such as {{SSB4|Olimar}} and {{SSB4|Mega Man}} do very well against him. Due to this, Diddy's tier placement is debated on as some say that the character has dropped slightly in the meta with some smashers like {{Sm|ANTi}}, {{Sm|Dabuz}}, {{Sm|ESAM}} and even ZeRo himself saying that the character shouldn't be ranked as high as he is.
*{{Sm|Etsuji|Japan}} (#63) - The best solo-Diddy Kong player in Japan. Placed 5th at {{Trn|Umebura 33}}, 9th at {{Trn|Umebura Japan Major 2017}}, 13th at {{Trn|2GGC: Greninja Saga}}, 17th at {{Trn|Umebura 34}}, and 25th at {{Trn|EVO 2017}} with wins over players such as {{Sm|KEN}}, {{Sm|Ranai}}, and {{Sm|9B}}
*{{Sm|K9sbruce|USA}} (#62) - Co-mained Diddy Kong alongside {{SSB4|Sheik}} and is considered the best Diddy Kong player in SoCal. Placed 9th at both {{Trn|2GGC: GENESIS Saga}} and {{Trn|GENESIS 5}}, 13th at both {{Trn|2GGC: MkLeo Saga}} and {{Trn|The Big House 8}}, and 17th at {{Trn|2GGC: ARMS Saga}}.
*{{Sm|MVD|USA}} (#31) - One of the best Diddy Kong players in the world following ZeRo's retirement. Placed 5th at {{Trn|The Big House 7}}, {{Trn|GENESIS 5}}, and {{Trn|EVO 2018}}, 7th at {{Trn|Smash 'N' Splash 3}}, and 9th at {{Trn|Super Smash Con 2016}} with wins over players such as {{Sm|Nairo}}, {{Sm|Salem}}, and {{Sm|Tweek}}.
*{{Sm|Nietono|Japan}} (#33) - Co-mained Diddy Kong alongside {{SSB4|Sheik}} and is considered the best Diddy Kong player in Japan. Placed 3rd at both {{Trn|Apex 2016}} and {{Trn|EVO 2018}}, 4th at both {{Trn|Umebura 29}} and {{Trn|EVO Japan 2018}}, and 7th at {{Trn|Umebura Tokaigi Qualifier}}.
*{{Sm|RAIN|Japan}} (#66) - One of the best Diddy Kong players in Japan in the early metagame, but later dropped the character for {{SSB4|Sheik}}. Placed 1st at {{Trn|Umebura 11}}, {{Trn|Umebura 13}}, and {{Trn|Umebura 14}}, 3rd at {{Trn|KSB 2015}}, and 4th at {{Trn|Umebura 12}}.
*{{Sm|Shoyo James|USA}} (#54) - Co-mained Diddy Kong alongside {{SSB4|Luigi}} and is one of the best Diddy Kong players in United States. Placed 2nd at {{Trn|Midwest Mayhem 6: SoCal Invasion}}, 7th at both {{Trn|Super Smash Con 2017}} and {{Trn|Smash 'N' Splash 4}}, 9th at {{Trn|Smash 'N' Splash 3}}, and 13th at {{Trn|Frostbite 2018}} with wins over players such as {{Sm|CaptainZack}}, {{Sm|Elegant}}, and {{Sm|Mr. E}}.
*{{Sm|ZeRo|Chile}} (#1) - The best Diddy Kong player worldwide and of all time. Won 56 tournaments consecutively with Diddy Kong and {{SSB4|Sheik}}.
*{{Sm|Zinoto|USA}} (#24) - One of the best Diddy Kong players in the world following ZeRo's retirement. Placed 2nd at {{Trn|CEO 2016}}, 7th at {{Trn|Frostbite 2017}}, 9th at both {{Trn|CEO 2017}} and {{Trn|Get On My Level 2018}}, and 13th at {{Trn|Frostbite 2018}} with wins over players such as {{Sm|MkLeo}}, {{Sm|Nairo}}, and {{Sm|Salem}}.


==[[Trophies]]==
==[[Trophies]]==