Super Smash Bros. 4

Diddy Kong (SSB4)/Forward tilt: Difference between revisions

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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
{|class="wikitable" style="float:right; margin:4pt;"
!colspan=2|Diddy Kong forward tilt hitbox visualization
|-
!↗
|[[File:DiddyKongFTiltUp.gif|270px]]
|-
!→
|[[File:DiddyKongFTilt.gif|270px]]
|-
!↘
|[[File:DiddyKongFTiltDown.gif|270px]]
|}
==Overview==
{{competitive expertise}}
{{competitive expertise}}
{{technical data}}


==Hitboxes==
==Hitboxes==
This move can be angled up, forward, or down, but all three have the same properties.
This move can be angled up, forward, or down, but all three have the same properties.


{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableHeader}}
{{HitboxTableTitle|Clean hit|24}}
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=0
|id=0
Line 78: Line 91:
|ypos=6.0
|ypos=6.0
|zpos=1.5
|zpos=1.5
|type=Hand
|sdi=1.0
|trip=0
|sfx=Punch
|slvl=M
}}
{{HitboxTableTitle|Late hit|24}}
{{SSB4HitboxTableRow
|id=0
|part=0
|damage=7%
|angle=361
|bk=10
|ks=100
|fkv=0
|r=2.7
|bn=23
|xpos=1.0
|ypos=0.0
|zpos=0.0
|type=Hand
|sdi=1.0
|trip=0
|sfx=Punch
|slvl=M
}}
{{SSB4HitboxTableRow
|id=1
|part=0
|damage=7%
|angle=361
|bk=10
|ks=100
|fkv=0
|r=2.7
|bn=17
|xpos=1.0
|ypos=0.0
|zpos=0.0
|type=Hand
|type=Hand
|sdi=1.0
|sdi=1.0
Line 86: Line 138:
|}
|}


==Timing==
{|class="wikitable"
!Clean hit
|10
|-
!Late hit
|11-13
|-
!Interruptible
|37
|-
!Animation length
|54
|}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=9}}{{FrameStrip|t=Hitbox|c=1|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=3|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=23}}{{FrameStrip|t=Interruptible|c=18}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|interruptible=y}}


{{MvSubNavDiddyKong|g=SSB4}}
{{MvSubNavDiddyKong|g=SSB4}}
[[Category:Diddy Kong (SSB4)]]
[[Category:Diddy Kong (SSB4)]]
[[Category:Forward tilts (SSB4)]]
[[Category:Forward tilts (SSB4)]]

Latest revision as of 20:01, April 12, 2022

Diddy Kong forward tilt hitbox visualization
DiddyKongFTiltUp.gif
DiddyKongFTilt.gif
DiddyKongFTiltDown.gif

Overview[edit]

Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

Hitboxes[edit]

This move can be angled up, forward, or down, but all three have the same properties.

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Clean hit
0 0 10% 0 Sakurai angle 10 100 0 2.7 23 1.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png
1 0 10% 0 Sakurai angle 10 100 0 2.7 17 1.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png
2 0 10% 0 Sakurai angle 10 100 0 4.0 0 0.0 6.0 7.5 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png
3 0 10% 0 Sakurai angle 10 100 0 3.0 0 0.0 6.0 1.5 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png
Late hit
0 0 7% 0 Sakurai angle 10 100 0 2.7 23 1.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png
1 0 7% 0 Sakurai angle 10 100 0 2.7 17 1.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png

Timing[edit]

Clean hit 10
Late hit 11-13
Interruptible 37
Animation length 54
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
Interruptibility
Interruptible