Super Smash Bros. Ultimate

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

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{{competitive expertise}}
{{competitive expertise}}
==Overview==
==Overview==
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
*{{buff|Forward tilt has a new late hit that deals less damage (10% → 7%) but increases its duration overall.}}
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
*{{buff|The move launches at a lower angle (45° → 35°), improving its ability to set up tech-chases and edgeguards.}}
*{{buff|The hitboxes on Diddy Kong's fists are larger (2.7u → 3.8u).}}
*{{buff|The late hit has a longer duration (frames 13-14 → 13-16).}}
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Clean hit (early)|24}}
{{HitboxTableTitle|Clean hit (early)|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=10.0%
|damage=10.0%
|angle=35
|angle=35
|af=3
|bk=60
|bk=60
|ks=60
|ks=60
Line 40: Line 48:
|damage=10.0%
|damage=10.0%
|angle=35
|angle=35
|af=3
|bk=60
|bk=60
|ks=60
|ks=60
Line 58: Line 67:
|damage=10.0%
|damage=10.0%
|angle=35
|angle=35
|af=3
|bk=60
|bk=60
|ks=60
|ks=60
Line 76: Line 86:
|damage=10.0%
|damage=10.0%
|angle=35
|angle=35
|af=3
|bk=60
|bk=60
|ks=60
|ks=60
Line 90: Line 101:
|slvl=M
|slvl=M
}}
}}
{{HitboxTableTitle|Clean hit (late)|24}}
{{HitboxTableTitle|Clean hit (late)|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=10.0%
|damage=10.0%
|angle=35
|angle=35
|af=3
|bk=60
|bk=60
|ks=60
|ks=60
Line 113: Line 125:
|damage=10.0%
|damage=10.0%
|angle=35
|angle=35
|af=3
|bk=60
|bk=60
|ks=60
|ks=60
Line 127: Line 140:
|slvl=M
|slvl=M
}}
}}
{{HitboxTableTitle|Late hit|24}}
{{HitboxTableRowNote|The late hit reduces all hitboxes' damage to 7.0%.|42}}
{{UltimateHitboxTableRow
|id=0
|damage=7.0%
|angle=35
|bk=60
|ks=60
|fkv=0
|r=3.8
|bn=handr
|xpos=1.0
|ypos=0.0
|zpos=0.0
|ff=1.0
|type=Hand
|effect=Normal
|sfx=Punch
|slvl=M
}}
{{UltimateHitboxTableRow
|id=1
|damage=7.0%
|angle=35
|bk=60
|ks=60
|fkv=0
|r=3.8
|bn=handl
|xpos=1.0
|ypos=0.0
|zpos=0.0
|ff=1.0
|type=Hand
|effect=Normal
|sfx=Punch
|slvl=M
}}
|}
|}



Latest revision as of 01:53, July 19, 2022

Diddy Kong forward tilt hitbox visualizations
DiddyKongFTiltUpSSBU.gif
DiddyKongFTiltSSBU.gif
DiddyKongFTiltDownSSBU.gif
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Overview[edit]

Update History[edit]

Super Smash Bros. Ultimate 3.0.0

  • Buff Forward tilt has a new late hit that deals less damage (10% → 7%) but increases its duration overall.

Super Smash Bros. Ultimate 8.0.0

  • Buff The move launches at a lower angle (45° → 35°), improving its ability to set up tech-chases and edgeguards.
  • Buff The hitboxes on Diddy Kong's fists are larger (2.7u → 3.8u).
  • Buff The late hit has a longer duration (frames 13-14 → 13-16).

Hitboxes[edit]

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Clean hit (early)
0 0 0 10.0% 0 AngleIcon35.png Forward 60 60 0 HitboxTableIcon(False).png 3.8 handr 1.0 0.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 10.0% 0 AngleIcon35.png Forward 60 60 0 HitboxTableIcon(False).png 3.8 handl 1.0 0.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 10.0% 0 AngleIcon35.png Forward 60 60 0 HitboxTableIcon(False).png 4.0 top 0.0 6.0 7.5 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
3 0 0 10.0% 0 AngleIcon35.png Forward 60 60 0 HitboxTableIcon(False).png 3.0 top 0.0 6.0 1.5 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Clean hit (late)
0 0 0 10.0% 0 AngleIcon35.png Forward 60 60 0 HitboxTableIcon(False).png 3.8 handr 1.0 0.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 10.0% 0 AngleIcon35.png Forward 60 60 0 HitboxTableIcon(False).png 3.8 handl 1.0 0.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
The late hit reduces all hitboxes' damage to 7.0%.

Timing[edit]

Clean hit (early, late) 10-11, 12
Late hit 13-16
Interruptible 37
Animation length 53
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(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeM).png FrameIcon(HitboxChangeE).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(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