Editing Diddy Kong (SSB4)/Up aerial

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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
[[File:DiddyKongUpAir.gif|thumb|270px|Hitbox visualization showing Diddy Kong's up aerial.]]
==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 (8% → 6%).}}
*{{nerf|Damage: 8% → 6%.}}


'''{{GameIcon|ssb4}} [[1.0.8]]'''
'''{{GameIcon|ssb4}} [[1.0.8]]'''
*{{nerf|Startup lag/hitbox duration: (frames 3-7 → 4-7).}}
*{{nerf|Hitbox duration: frames 3-7 → 4-7.}}
**{{nerf|Its animation was not adjusted, making the hitboxes start at a considerably higher position.}}
*{{nerf|Interruptibility: frame 36 → 39.}}
*{{nerf|Ending lag (FAF 36 → 39).}}
*{{nerf|Knockback: 65 base/99 scaling → 64 base/89 scaling.}}
*{{nerf|Knockback (65 (base)/99 (scaling) → 64/89).}}
*{{nerf|Autocancel: frames 1-2, 15 onward frame 27 onward.}}
*{{nerf|Initial auto-cancel window removed.}}
*{{nerf|Auto-cancel (frame 15 → 27).}}


==Hitboxes==
==Hitboxes==
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|-
|-
!Autocancel
!Autocancel
|27-
|27
|-
|-
!Interruptible
!Interruptible
|39
|39
|-
!Animation length
|48
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=4}}{{FrameStrip|t=Lag|c=31}}{{FrameStrip|t=Interruptible|c=10}}
{{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=22}}
{{FrameStrip|t=Blank|c=26}}{{FrameStrip|t=Autocancel|c=13}}
{{FrameStripEnd}}
{{FrameStripEnd}}


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