Diddy Kong (PM): Difference between revisions

mNo edit summary
Line 30: Line 30:
*{{change|Original down taunt is now an [[idle pose]]}}.
*{{change|Original down taunt is now an [[idle pose]]}}.
*{{change|One of Diddy's victory poses now involves him wearing sunglasses while dancing around to the music playing on his beatbox, similar to his victory animation in ''Donkey Kong Country 2''.}}
*{{change|One of Diddy's victory poses now involves him wearing sunglasses while dancing around to the music playing on his beatbox, similar to his victory animation in ''Donkey Kong Country 2''.}}
*{{change|Diddy no longer makes a noise when performing a [[jump|full hop]].}}


===Attributes===
===Attributes===
*{{buff|Diddy Kong now benefits from the addition of aerial glide tossing, both in his approach, combo, and movement options, and in his recovery.}}
*{{buff|Diddy Kong now benefits from the addition of aerial glide tossing, both in his approach, combo, and movement options, and in his recovery.}}
*{{change|Relative to the cast, Diddy's falling speed was drastically increased, going from a 15th fastest faller of 39 to the 5th fastest faller of 41. While this dramatically increases his vertical endurance, it makes him more susceptible to combos despite being a small lighter-middleweight.}}
*{{buff|Diddy [[dash]]es faster (1.721 → 1.9)}}
*{{buff|Diddy's [[air speed]] is faster (0.82 → 1.0).}}
*{{buff|Diddy's [[traction]] is higher (0.484 → 0.6).}}
*{{change|Relative to the cast, Diddy's falling speed was drastically increased (1.43 → 2.55), going from a 15th fastest faller of 39 to the 5th fastest faller of 41. While this dramatically increases his vertical endurance, it makes him more susceptible to combos despite being a small lighter-middleweight.}}
*{{change|Diddy's gravity is higher (0.092 → 0.12) which improves his endurance but makes him more susceptible to combos.}}
*{{nerf|Diddy's double jump is lower.}}
*{{nerf|Diddy is lighter (93 → 85) hindering his endurance. Despite this, he is also more vulnerable to combos due to his much higher fall speed and gravity.}}
**{{buff|His new weight however allows him to be knocked down by {{PM|Fox}}'s shine.}}


===Ground attacks===
===Ground attacks===
Line 45: Line 53:
*{{buff|Down smash has slightly stronger knockback.}}
*{{buff|Down smash has slightly stronger knockback.}}


===Aerial attacks===
===Aerial attacks===  
*{{buff|Neutral aerial is considerably stronger, dealing twice the former damage.}}
*{{change|All of Diddy's aerials now have sourspots as opposed to just his forward air.}}
*{{nerf|Forward aerial sourspot does less damage.}}
*{{change|Diddy now only makes a noise when performing down aerial}}
*{{buff|Forward air is faster, has more knockback, and has a more semi-spike angle.}}
*{{buff|Neutral aerial is considerably stronger, dealing twice the former damage (6% → 13% (clean), 9% (late)). It also has less startup lag (frame 6 → 4)}}
*{{buff|Back air does more damage.}}
*{{nerf|Since neutral aerial now has a sourspot, the sweetspot has a shorter duration (frames 6-20 → 4-7). It also has more landing lag (13 frames → 16)}}
*{{nerf|Back aerial has less KO power.}}
*{{buff|Forward air has more knockback less landing lag (30 frames → 22), and nows sends opponents in the [[Sakurai angle]]. The sweetspot also deals more damage (14% → 15%).}}
*{{buff|Up aerial does slightly more damage and has weaker but horizontal knockback.}}
*{{nerf|Forward aerial has a shorter duration (frames 6-9 (clean), 10-16 (late) → 6-7/8-14)}}
*{{buff|Down aerial has faster start-up, does more damage, and has a stronger meteor smash.}}
*{{buff|Back air does more damage (9% → 12% (foot) 11% (leg)).}}
*{{nerf|Back aerial has less KO power and more landing lag (12 frames → 16). He can also no longer perform two back aerials in a short hop due to his higher fall speed.}}
*{{buff|Up aerial does slightly more damage (11% → 12%).}}
*{{nerf|Up aerial's new sourspot deals less damage (11% → 8%). It also has more startup lag (frame 3 → 5) and the sweetspot has a shorter duration (5 frames → 3)}}
*{{change|Up aerial has weaker but more horizontal knockback now sending opponents in the Sakurai angle (100° → 361°). This hinders its juggling potential but makes it more useful for [[edgeguarding]].}}
*{{buff|Down aerial has faster start-up (frame 13 → frame 10), less landing lag (30 frames → 25) and does more damage (12% → 15% (fists), 14% (arms)), making the meteor smash stronger.}}


===Grabs and Throws===
===Grabs and Throws===
6,610

edits