Editing Diddy Kong (SSB4)
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'''{{GameIcon|ssb4}} [[1.0.6]]''' | '''{{GameIcon|ssb4}} [[1.0.6]]''' | ||
{{ | *{{nerf|Forward smash has less interruptibilty|48|51.}} | ||
*{{nerf|Up air damage decreased (8% → 6%), causing it to have less knockback and KO'ing noticeably later.}} | |||
*{{buff|The aforementioned change allow it to combo better.}} | |||
*{{nerf|Forward air damage decreased|12%/10%|10%/8%.}} | |||
*{{change|Up throw deals less damage (10% → 8%), but it also has less knockback, which allows Diddy Kong to combo it into an up aerial more efficiently.}} | |||
*{{change|Down throw deals less damage (7% → 6%), which reduces its hitstun but keep opponents closer for follow ups at higher percentages.}} | |||
*{{buff|[[Monkey Flip]] (kick) now has an extra hitbox that deals 10% damage near the end of the kick.}} | |||
*{{nerf|Monkey Flip (grab) damage decreased|12%|10%.}} | |||
*{{nerf|Monkey Flip (jump) damage decreased|10%|8%.}} | |||
'''{{GameIcon|ssb4}} [[1.0.8]]''' | '''{{GameIcon|ssb4}} [[1.0.8]]''' | ||
{{ | *{{buff|Jab improved. It transitions through to the second hit 2 frames faster, to the third hit 1 frame faster, and to the infinite portion 7 frames faster. The rapid hits additionally have reduced SDI capacity, and the final hit of the jab has increased reach, increased base knockback, and 4 less frames of ending lag.}} | ||
**{{nerf|The complete jab deals marginally less damage.}} | |||
*{{change|Down tilt's damage was reduced by 0.5%, decreasing it's knockback. This, however, allows him to combo into moves like forward smash later.}} | |||
*{{nerf|Up aerial's hitboxes on frame 3 are removed, causing it to cover less range and have more starting lag, it autocancels 12 frames later, and has less interruptibility (frame 36 → frame 39), lessening its usefulness for spacing attacks and making it harder to combo with. Its knockback growth was also decreased weakening its KO capabilities.}} | |||
*{{nerf|All of Diddy's grabs have 3 more frames of ending lag.}} | |||
*{{nerf|Up throw's damage was reduced (8% → 5%) and its knockback was increased, reducing its follow-up capabilities; reliable KO followups are no longer possible without the aid of platforms.}} | |||
*{{buff|Down throw damage increased|6%|7%.}} | |||
*{{nerf|Down throw has increased knockback growth and a very slightly more diagonal knockback trajectory, reducing its follow-up capabilities and removing all guaranteed follow ups around 135%. Despite its higher knockback growth, it still cannot KO at realistic percentages.}} | |||
*{{buff|Up smash's final hit knockback growth|126|129.}} | |||
====Technical changelist==== | |||
{| class="wikitable sortable collapsible collapsed" style="text-align:center" | |||
! Change!!Old value!!New value | |||
|- | |||
|Jab 1 damage||1.5%||1.2% | |||
|- | |||
|Transition from Jab 1 to Jab 2||frame 10||frame 8 | |||
|- | |||
|Jab 2 damage||1.5%||1.2% | |||
|- | |||
|Transition from Jab 2 to Jab 3||frame 9||frame 8 | |||
|- | |||
|Jab 3 weight-based knockback||30||25 | |||
|- | |||
|Jab 3 hitbox sizes||4/3.5/3||4.2/3.7/3.2 | |||
|- | |||
|Transition between third hit and looping hits of jab||frame 22||frame 15 | |||
|- | |||
|Looping hits of jab now use a large, single hitbox as opposed to many small ones || || | |||
|- | |||
|Looping hits of jab damage||0.6%||0.5% | |||
|- | |||
|Looping hits of jab angle||70/90||60 | |||
|- | |||
|Looping hits of jab weight-based knockback||6||4 | |||
|- | |||
|SDI capacity of jab rapid hits||1.3||0.7 | |||
|- | |||
|Unknown parameters of rapid jab hits changed|| Default ||6.8/6.0 | |||
|- | |||
|Final hit of jab animation length||frame 8||frame 4 | |||
|- | |||
|Final hit of jab knockback growth||180||177 | |||
|- | |||
|Final hit of jab base knockback||30||45 | |||
|- | |||
|Final hit of jab hitbox size||5||7.2 | |||
|- | |||
|Final hit of jab Y-offset||5.5||6.8 | |||
|- | |||
|Unknown parameters of final hit of jab changed || 5.5 || 6.8/6.0 | |||
|- | |||
|Down tilt given an additional hitbox identical to its other two hitboxes || || | |||
|- | |||
|Down tilt damage||6%||5.5% | |||
|- | |||
|Up air startup||3 frames||4 frames | |||
|- | |||
|Up air autocancel window||Frames 0-2/15||Frame 27 | |||
|- | |||
|Up air base knockback||65||64 | |||
|- | |||
|Up air knockback growth||99||89 | |||
|- | |||
| Grab total duration || 28 frames || 31 frames | |||
|- | |||
| Dash grab total duration || 35 frames || 38 frames | |||
|- | |||
| Pivot grab total duration || 33 frames || 36 frames | |||
|- | |||
|Up throw (hit 2) damage||4%||1% | |||
|- | |||
|Up throw (hit 2) base knockback||30||50 | |||
|- | |||
|Up throw (hit 2) knockback growth||100||120 | |||
|- | |||
|Down throw damage||6%||7% | |||
|- | |||
|Down throw angle||105°||106° | |||
|- | |||
|Down throw knockback growth||50||59 | |||
|- | |||
|Upsmash knockback growth||126||129 | |||
|} | |||
'''{{GameIcon|ssb4}} [[1.1.0]]''' | '''{{GameIcon|ssb4}} [[1.1.0]]''' |