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Diddy Kong (SSBB)/Dash attack: Difference between revisions

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(New Page: {{ArticleIcons|ssb4=y}} ==Overview== Diddy Kong performs a cartwheel based on his attack from ''{{s|mariowiki|Donkey Kong Country}}''. It is a multi hit attack consisting of three hit...)
 
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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssbb=y}}
 
[[File:DiddyKongDashAttackSSBB.gif|thumb|400px|Hitbox visualization showing Diddy Kong's dash attack.]]
==Overview==  
==Overview==  
Diddy Kong performs a cartwheel based on his attack from ''{{s|mariowiki|Donkey Kong Country}}''. It is a multi hit attack consisting of three hits all with transcendent priority. The first two hits are meteor smashes while the final hit launches opponents vertically. It is quite rare for all three hits to connect making it unreliable. One huge advantage with the move however is that its [[IASA]] frames begin as soon as the last hitbox deceases quite literally giving it no ending lag. The third hit has low knockback giving dash attack strong combo potential even at high percents and its non existent ending lag makes it extremely difficult to punish. It also covers a large amount of distance and Diddy Kong can pick up any of his [[Banana Peel (move)|Banana Peels]] during its startup. Overall one of Diddy Kong's most versatile ground moves.  
Diddy Kong performs a cartwheel based on his attack from ''{{s|mariowiki|Donkey Kong Country}}''. It is a multi hit attack consisting of three hits, all of which contains transcendent priority. The first two hits are meteor smashes while the final hit launches opponents vertically. It is quite rare for all three hits to connect. One huge advantage with the move is that its [[interruptibility]] frames begin as soon as the last hitbox deceases. This would give the move no ending lag. The third hit has low knockback giving dash attack strong combo potential even at high percents and its non existent ending lag makes it extremely difficult to punish; being one of the few moves in the game which can be frame positive on shield. It also covers a large amount of distance and Diddy Kong can pick up any of his [[Banana Peel (move)|Banana Peels]] during its startup. Overall, this is one of Diddy Kong's most versatile moves in general, exhibiting excellent combo prowess and utility.


==Hitboxes==
==Hitboxes==
 
{{BrawlHitboxTableHeader}}
{{SSB4HitboxTableHeader}}
{{HitboxTableTitle|Hit 1|42}}
{{HitboxTableTitle|Hit 1|42}}
{{SSB4HitboxTableRow
{{BrawlHitboxTableRow
|id=0
|id=0
|part=0
|part=0
Line 16: Line 15:
|ks=50
|ks=50
|fkv=0
|fkv=0
|r=5
|r=300000
|bn=13
|bn=13
|xpos=0.0
|ypos=0.0
|zpos=0.0
|clang=f
|clang=f
|rebound=f
|rebound=f
|type=Foot
|type=Foot
|sdi=1.0
|trip=0
|trip=0
|sfx=Punch
|sfx=Punch
|slvl=M
|slvl=M
|rawflags=XX10000110XXXX11XX00001X01X00000
}}
}}
{{SSB4HitboxTableRow
{{BrawlHitboxTableRow
|id=1
|id=1
|part=0
|part=0
Line 37: Line 33:
|ks=50
|ks=50
|fkv=0
|fkv=0
|r=5
|r=300000
|bn=13
|bn=13
|xpos=0.0
|ypos=0.0
|zpos=0.0
|clang=f
|clang=f
|rebound=f
|rebound=f
|type=Foot
|type=Foot
|sdi=1.0
|trip=0
|trip=0
|sfx=Punch
|sfx=Punch
|slvl=M
|slvl=M
|rawflags=XX10000110XXXX11XX00001X01X00000
}}
}}
{{HitboxTableTitle|Hit 2|42}}
{{HitboxTableTitle|Hit 2|42}}
{{SSB4HitboxTableRow
{{BrawlHitboxTableRow
|id=0
|id=0
|part=0
|part=0
Line 59: Line 52:
|ks=50
|ks=50
|fkv=15
|fkv=15
|r=4.5
|r=270000
|bn=0
|bn=8
|xpos=0.0
|ypos=0.0
|zpos=0.5
|clang=f
|clang=f
|rebound=f
|rebound=f
|type=Foot
|type=Foot
|sdi=1.0
|trip=0
|trip=0
|sfx=Punch
|sfx=Punch
|slvl=M
|slvl=M
|rawflags=XX10000110XXXX11XX00001X01X00000
}}
}}
{{HitboxTableTitle|Hit 3|42}}
{{HitboxTableTitle|Hit 3|42}}
{{SSB4HitboxTableRow
{{BrawlHitboxTableRow
|id=0
|id=0
|part=0
|part=0
Line 81: Line 71:
|ks=50
|ks=50
|fkv=0
|fkv=0
|r=5
|r=300000
|bn=0
|bn=25
|xpos=0.0
|ypos=0.0
|zpos=0.0
|clang=f
|clang=f
|rebound=f
|rebound=f
|type=Foot
|type=Foot
|sdi=1.0
|trip=0
|trip=0
|sfx=Punch
|sfx=Punch
|slvl=M
|slvl=M
|rawflags=XX10000110XXXX11XX00001X01X00000
}}
}}
|}
|}


==Timing==
==Timing==
Line 109: Line 95:
|-
|-
!Interruptible
!Interruptible
|23
|24
|-
|-
!Animation length
!Animation length
|48
|47
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=8}}{{FrameStrip|t=Hitbox|c=5|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=5}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=4}}{{FrameStrip|t=Interruptible|c=25}}
{{FrameStrip|t=Lag|c=8}}{{FrameStrip|t=Hitbox|c=5|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=6|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=4}}{{FrameStrip|t=Interruptible|c=24}}
{{FrameStripEnd}}
{{FrameStripEnd}}



Latest revision as of 22:05, May 27, 2024

Hitbox visualization showing Diddy Kong's dash attack.

Overview[edit]

Diddy Kong performs a cartwheel based on his attack from Donkey Kong Country. It is a multi hit attack consisting of three hits, all of which contains transcendent priority. The first two hits are meteor smashes while the final hit launches opponents vertically. It is quite rare for all three hits to connect. One huge advantage with the move is that its interruptibility frames begin as soon as the last hitbox deceases. This would give the move no ending lag. The third hit has low knockback giving dash attack strong combo potential even at high percents and its non existent ending lag makes it extremely difficult to punish; being one of the few moves in the game which can be frame positive on shield. It also covers a large amount of distance and Diddy Kong can pick up any of his Banana Peels during its startup. Overall, this is one of Diddy Kong's most versatile moves in general, exhibiting excellent combo prowess and utility.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Hit 1
0 0 3% 0 AngleIcon270.png 70 50 0 5.0 13 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png
1 0 3% 0 AngleIcon58.png 70 50 0 5.0 13 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png
Hit 2
0 0 2% 0 AngleIcon285.png 0 50 15 4.5 8 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png
Hit 3
0 0 4% 0 AngleIcon68.png 70 50 0 5.0 25 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png

Timing[edit]

Hit 1 9-13
Hit 2 14-18
Hit 3 20-23
Interruptible 24
Animation length 47
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(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).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 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