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Diddy Kong (SSBB)/Up smash: Difference between revisions
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MemeDedede (talk | contribs) (Giving overview of the attack) |
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==Overview== | ==Overview== | ||
{{competitive expertise}} | {{competitive expertise}} | ||
An aerial cartwheel kick consisting of three kicks. Arguably the worst of all his three smash attacks, it has low general utility except for specific uses in certain combos. One of the primary reasons it is a poor smash attack is because of the move's pitifully weak knockback that upon contact with an opponent. Even if the move is fresh, it would usually take over 200% for the attack to finish off the target. Diddy Kong’s up smash consist of three hits, which is another reason why it is so bad. In order for all three hits to connect, Diddy Kong must be standing extremely close to his target, else the knockback and damage output would be further weakened, resulting in only two or even one hit landing. As such, Up smash is considered to be one of his worst moves to use, with other attacks such as his dash attack granting far more versatility. | |||
==Hitboxes== | ==Hitboxes== | ||
{{BrawlHitboxTableHeader}} | {{BrawlHitboxTableHeader}} |
Revision as of 16:26, November 11, 2020
Overview
An aerial cartwheel kick consisting of three kicks. Arguably the worst of all his three smash attacks, it has low general utility except for specific uses in certain combos. One of the primary reasons it is a poor smash attack is because of the move's pitifully weak knockback that upon contact with an opponent. Even if the move is fresh, it would usually take over 200% for the attack to finish off the target. Diddy Kong’s up smash consist of three hits, which is another reason why it is so bad. In order for all three hits to connect, Diddy Kong must be standing extremely close to his target, else the knockback and damage output would be further weakened, resulting in only two or even one hit landing. As such, Up smash is considered to be one of his worst moves to use, with other attacks such as his dash attack granting far more versatility.
Hitboxes
Timing
Charges between | 1-2 |
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Hit 1 | 5-7 |
Hit 2 | 11-14 |
Hit 3 | 18-22 |
Interruptible | 51 |
Animation length | 58 |
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![]() Lag time |
![]() ![]() Charge interval |
![]() Hitbox |
![]() Interruptible |
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