Super Smash Bros. 4

Diddy Kong (SSB4)/Up aerial: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary
(Compared to other moveset subpages, this one was vomit-worthy.)
Line 1: Line 1:
{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
==Overview==
Diddy Kong performs an overhead kick. A formerly notorious aerial, as well as the crux of Diddy Kong's aerial prowess, it used to be very good for comboing, [[juggling]] and KOing. Ever since patch [[1.0.8]], its damage, power and speed have been lowered, to the point where it can no longer KO until 155%.
In spite of its harsh nerfs, it still sees plenty of usage. Its extremely quick startup and decently wide [[autocancel]] window make it a low-risk move in air-to-air combat. Its high base knockback and vertical launch angle also make it excellent at comboing, as it is not uncommon for the move to chain into itself. Finally, it benefits immensely from [[rage]], since it can KO at percentages as low as 80% when used near the upper [[blast line]]. It does have its disadvantages, though. Its very low knockback scaling makes it KO considerably later if used near the ground. It also has high landing lag and low [[shieldstun]], meaning that it is ill-advised to use against grounded opponents. Overall, this remains one of Diddy Kong's most useful moves, even with such considerable drawbacks.


==Overview==
==Update history==
Diddy Kong performs an overhead kick that has overall above-average knockback and quick start-up. In the early
*{{Nerf|Slower startup (frame 3 → frame 4).}}
versions of ''Smash 4'', the attack was extremely powerful and was notorious for being able to KO well under 100% off a {{mvsub|Diddy Kong|SSB4|down throw}} or {{mvsub|Diddy Kong|SSB4|up throw}}; the former was eventually dubbed the "Hoo-Hah". This combo was also very effective for racking damage at low percents along with {{mvsub|Diddy Kong|SSB4|forward aerial}}s. Since the move comes out on frame 3, it has always been a great option for breaking out of combos, though it is punishable if [[shield]]ed.
*{{Nerf|Less [[interruptibility]] (frame 36 → frame 39).}}
*{{Nerf|Reduced autocancelling capabilities (frames 1-2 and 15 onwards → frame 27 onwards).}}
*{{Nerf|Less damage (8% → 6%).}}
*{{Change|Lower base knockback (65 → 64).}}
*{{Nerf|Lower knockback scaling (99 → 89).}}


When [[List of updates (SSB4)/1.0.6 changelog|patch 1.0.6]] was released, Diddy Kong's up air was significantly weakened in terms of damage and knockback, and it was nerfed again in [[List of updates (SSB4)/1.0.8 changelog|patch 1.0.8]], where its range was nerfed to the point where it no longer hits every character out of a short hop while they're standing on the ground, as well as having drastically increased endlag, increased base knockback, and lowered knockback scaling, making it autocancel far later, stop comboing earlier, and start KOing even later. It is now only a reliable KO option with [[rage]] on stages with low ceilings such as [[Halberd]], [[Delfino Plaza]], and occasionally [[Town and City]], after an up throw. However, it is still a useful anti-air option when used in short hops along with forward airs.
==Hitboxes==
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableRow
|id=0
|damage=6%
|sd=0
|angle=76
|bk=64
|ks=89
|fkv=0
|r=5.0
|bn=5
|xpos=5.0
|ypos=0.0
|zpos=0.0
|trip=0
|type=Foot
|effect=Normal
|ff=1.0
|clang=t
|slvl=L
|sfx=Kick
}}
{{SSB4HitboxTableRow
|id=1
|damage=6%
|sd=0
|angle=76
|bk=64
|ks=89
|fkv=0
|r=4.5
|bn=5
|xpos=0.0
|ypos=0.0
|zpos=0.0
|trip=0
|type=Foot
|effect=Normal
|ff=1.0
|clang=t
|slvl=L
|sfx=Kick
}}
|}


In patch 1.1.0, {{SSB4|Donkey Kong}}'s {{mvsub|Donkey Kong|SSB4|cargo up throw}} had its base knockback significantly reduced, which, when combined with his own very powerful and fast up aerial, could reliably set up KOs under 100%, making it very reminiscent of Diddy's old Hoo-Hah combo.
==Timing==
{{technical data}}
{{technical data}}
===Attack===
{|class="wikitable"
!Hitboxes
|4-7
|-
!Autocancel
|27
|-
!Interruptible
|39
|-
!Animation length
|?
|}
{{FrameStripStart}}
{{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=13}}
{{FrameStripEnd}}
===Landing lag===
{|class="wikitable"
!Animation length
|21
|}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=21}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|autocancel=y|interruptible=y}}
{{MvSubNavDiddyKong|g=SSB4}}
{{MvSubNavDiddyKong|g=SSB4}}
[[Category:Diddy Kong (SSB4)]]
[[Category:Diddy Kong (SSB4)]]
[[Category:Up aerials (SSB4)]]
[[Category:Up aerials (SSB4)]]

Revision as of 09:11, March 10, 2016

Overview

Diddy Kong performs an overhead kick. A formerly notorious aerial, as well as the crux of Diddy Kong's aerial prowess, it used to be very good for comboing, juggling and KOing. Ever since patch 1.0.8, its damage, power and speed have been lowered, to the point where it can no longer KO until 155%.

In spite of its harsh nerfs, it still sees plenty of usage. Its extremely quick startup and decently wide autocancel window make it a low-risk move in air-to-air combat. Its high base knockback and vertical launch angle also make it excellent at comboing, as it is not uncommon for the move to chain into itself. Finally, it benefits immensely from rage, since it can KO at percentages as low as 80% when used near the upper blast line. It does have its disadvantages, though. Its very low knockback scaling makes it KO considerably later if used near the ground. It also has high landing lag and low shieldstun, meaning that it is ill-advised to use against grounded opponents. Overall, this remains one of Diddy Kong's most useful moves, even with such considerable drawbacks.

Update history

  • Nerf Slower startup (frame 3 → frame 4).
  • Nerf Less interruptibility (frame 36 → frame 39).
  • Nerf Reduced autocancelling capabilities (frames 1-2 and 15 onwards → frame 27 onwards).
  • Nerf Less damage (8% → 6%).
  • Change Lower base knockback (65 → 64).
  • Nerf Lower knockback scaling (99 → 89).

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 6% 0 AngleIcon76.png 64 89 0 5.0 5 5.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
1 0 6% 0 AngleIcon76.png 64 89 0 4.5 5 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png

Timing

Data.png This article or section may require additional technical data.
You can discuss this issue on the talk page or edit this page to improve it.

Attack

Hitboxes 4-7
Autocancel 27
Interruptible 39
Animation length ?
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).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(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(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png

Landing lag

Animation length 21
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
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Auto-canceling
Autocancel
Interruptibility
Interruptible