Editing Diddy Kong (SSB4)/Up aerial
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{{ArticleIcons|ssb4=y}} | {{ArticleIcons|ssb4=y}} | ||
==Overview== | ==Overview== | ||
Diddy Kong performs an overhead kick. Its extremely quick startup, wide coverage above Diddy Kong and decently wide [[autocancel]] window make it a relatively low risk move in air-to-air combat. Its high base knockback and vertical launch angle also make it excellent for juggling and as a followup from Diddy Kong's [[Diddy Kong (SSB4)/Up throw|up throw]] and [[Diddy Kong (SSB4)/Down throw|down throw]], even at high percentages; the move can combo into itself, though this largely depends on the opponent's character and [[DI]]. Moreover, it benefits immensely from [[rage]] thanks to its high base knockback, allowing it to KO at percentages as low as 80% when used near the upper [[blast line]]. The move does have its disadvantages, though: its below average knockback scaling makes it KO considerably later if used near the ground, usually failing to KO under 180%, and it also has high landing lag, deals low damage and consequently low [[shieldstun]], meaning that it is ill-advised to use against grounded opponents. Even with such considerable drawbacks, however, this remains one of Diddy Kong's most used moves overall. | Diddy Kong performs an overhead kick. Its extremely quick startup, wide coverage above Diddy Kong and decently wide [[autocancel]] window make it a relatively low risk move in air-to-air combat. Its high base knockback and vertical launch angle also make it excellent for juggling and as a followup from Diddy Kong's [[Diddy Kong (SSB4)/Up throw|up throw]] and [[Diddy Kong (SSB4)/Down throw|down throw]], even at high percentages; the move can combo into itself, though this largely depends on the opponent's character and [[DI]]. Moreover, it benefits immensely from [[rage]] thanks to its high base knockback, allowing it to KO at percentages as low as 80% when used near the upper [[blast line]]. The move does have its disadvantages, though: its below average knockback scaling makes it KO considerably later if used near the ground, usually failing to KO under 180%, and it also has high landing lag, deals low damage and consequently low [[shieldstun]], meaning that it is ill-advised to use against grounded opponents. Even with such considerable drawbacks, however, this remains one of Diddy Kong's most used moves overall. | ||
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'''{{GameIcon|ssb4}} [[1.0.6]]''' | '''{{GameIcon|ssb4}} [[1.0.6]]''' | ||
*{{nerf|Damage | *{{nerf|Damage: 8% → 6%.}} | ||
'''{{GameIcon|ssb4}} [[1.0.8]]''' | '''{{GameIcon|ssb4}} [[1.0.8]]''' | ||
*{{nerf| | *{{nerf|Hitbox duration: frames 3-7 → 4-7.}} | ||
*{{nerf|Interruptibility: frame 36 → 39.}} | |||
*{{nerf|Knockback: 65 base/99 scaling → 64 base/89 scaling.}} | |||
*{{nerf|Knockback | *{{nerf|Autocancel: frames 1-2, 15 onward → frame 27 onward.}} | ||
*{{nerf| | |||
==Hitboxes== | ==Hitboxes== | ||
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|- | |- | ||
!Autocancel | !Autocancel | ||
|27 | |27 | ||
|- | |- | ||
!Interruptible | !Interruptible | ||
|39 | |39 | ||
|} | |} | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=4}}{{FrameStrip|t=Lag|c=31}}{{FrameStrip|t=Interruptible|c= | {{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=4}}{{FrameStrip|t=Lag|c=31}}{{FrameStrip|t=Interruptible|c=1}} | ||
|- | |- | ||
{{FrameStrip|t=Blank|c=26}}{{FrameStrip|t=Autocancel|c= | {{FrameStrip|t=Blank|c=26}}{{FrameStrip|t=Autocancel|c=13}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||