Template:SSB4 to SSBU changelist/Diddy Kong: Difference between revisions
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===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Due to the aesthetic used in ''Ultimate'', Diddy Kong's model features a more subdued color scheme. Like {{SSBU|Donkey Kong}}, fur is less detailed and appears flatter. The fabric of his hat and shirt | *{{change|Due to the aesthetic used in ''Ultimate'', Diddy Kong's model features a more subdued color scheme. Like {{SSBU|Donkey Kong}}, his fur is less detailed and appears flatter. The fabric of his hat and shirt has subtle detail, and his facial proportions have been tweaked.}} | ||
*{{change|Diddy Kong faces the foreground at an angle, instead of facing directly forward. In addition, most of his animations are mirrored while some are slightly altered. However, he reverts to his previous idle animation while holding a small [[item]].}} | *{{change|Diddy Kong faces the foreground at an angle, instead of facing directly forward. In addition, most of his animations are mirrored while some are slightly altered. However, he reverts to his previous idle animation while holding a small [[item]].}} | ||
*{{change|Diddy Kong is more expressive, he appears angry during his up and down throw as well as grabbing onto a ledge.}} | *{{change|Diddy Kong is more expressive, he appears angry during his up and down throw as well as grabbing onto a ledge.}} | ||
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**{{buff|The late hit has a longer duration (11-13 → 13-16).}} | **{{buff|The late hit has a longer duration (11-13 → 13-16).}} | ||
**{{buff|The hitboxes on Diddy Kong's fists are larger (2.7u → 3.8u).}} | **{{buff|The hitboxes on Diddy Kong's fists are larger (2.7u → 3.8u).}} | ||
**{{buff|It sends opponents at a lower angle (361° → 35°), improving its ability to set up tech chases and edgeguards.}} | **{{buff|It sends opponents at a lower angle (361° → 35°), improving its ability to set up tech chases and edgeguards, and improving its KO potential.}} | ||
**{{ | **{{change|Forward tilt has more base knockback (10 → 60), but less knockback scaling (100 → 60). This increases its safety on hit at low percents, but reduces its KO potential at high percents, and removes its ability to [[lock]].}} | ||
*[[Up tilt]]: | *[[Up tilt]]: | ||
**{{buff|Up tilt has less ending lag (FAF 33 → 30), improving its combo potential.}} | **{{buff|Up tilt has less ending lag (FAF 33 → 30), improving its combo potential.}} | ||
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**{{buff|It has noticeably larger hitboxes (2u → 3.5u).}} | **{{buff|It has noticeably larger hitboxes (2u → 3.5u).}} | ||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{buff|Forward aerial's early hit has noticeably larger hitboxes (4u → 5u).}} | |||
**{{nerf|Forward aerial's late hit has much smaller hitboxes (5u → 2.7u).}} | **{{nerf|Forward aerial's late hit has much smaller hitboxes (5u → 2.7u).}} | ||
**{{change|It has an altered animation where Diddy Kong does not spin as much.}} | **{{change|It has an altered animation where Diddy Kong does not spin as much.}} | ||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{buff|Up aerial has less ending lag (FAF 39 → 36), matching its ending lag from '' | **{{buff|Up aerial has less ending lag (FAF 39 → 36), matching its ending lag from ''SSB4'' prior to update [[1.0.8]]. This allows it to combo slightly better into itself.}} | ||
**{{buff|It deals more damage (6% → 7%) with only base knockback compensated (64 → 57), slightly improving its KO potential.}} | **{{buff|It deals more damage (6% → 7%) with only base knockback compensated (64 → 57), slightly improving its KO potential.}} | ||
**{{nerf| | **{{nerf|Up aerial has an altered animation where Diddy's attacking foot is positioned higher up on frame 4 (with the move's hitbox timing and duration unchanged), noticeably reducing the move's horizontal range in front of Diddy Kong, especially against grounded opponents.}} | ||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{buff|Down aerial has less startup (frame 17 → 15), with its total duration reduced as well (FAF 49 → 47).}} | **{{buff|Down aerial has less startup (frame 17 → 15), with its total duration reduced as well (FAF 49 → 47).}} | ||
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**{{buff|Monkey Flip has less startup lag (frame 20 → 18).}} | **{{buff|Monkey Flip has less startup lag (frame 20 → 18).}} | ||
**{{buff|The grab has more horizontal range (Z offset: 3u/2u → 4.5u/4u).}} | **{{buff|The grab has more horizontal range (Z offset: 3u/2u → 4.5u/4u).}} | ||
**{{ | **{{change|The jump attack now immobilises the opponent for exactly 20 frames if the move does not cause tumble, regardless of hitstun, increasing the stun time if hitstun is lower than 20 frames, but lowering it if hitstun is between 20 and 32 frames.}} | ||
**{{nerf|It has more ending lag (FAF 44 → 48).}} | **{{nerf|It has more ending lag (FAF 44 → 48).}} | ||
**{{change|The grab's automatic pummel has Diddy Kong repeatedly scratch the opponent instead of simply latching onto them.}} | **{{change|The grab's automatic pummel has Diddy Kong repeatedly scratch the opponent instead of simply latching onto them.}} | ||
*[[Rocketbarrel Boost]]: | *[[Rocketbarrel Boost]]: | ||
**{{buff|Rocketbarrel Boost's clean hit has larger hitboxes (3.5u → 4u).}} | **{{buff|Rocketbarrel Boost's clean hit has larger hitboxes (3.5u → 4u).}} | ||
**{{buff| | **{{buff|The uncharged boost is larger (initial speed: 2.2 → 3.1).}} | ||
**{{nerf|Its maximum charge time has been significantly reduced (90 frames → 60), | **{{nerf|The additional boost per frame of charge is smaller (0.031 → 0.019).}} | ||
**{{nerf|Its maximum charge time has been significantly reduced (90 frames → 60), combined with the previous change, this significantly reduces the height of the fully charged version to the point where it barely grants more distance than the uncharged version if used while falling, hindering Diddy Kong's recovery.}} | |||
**{{nerf|The boost multiplier when used in the air is lower (1.12× → 1.05×), and thus the height gained when using the move in the air isn't increased as much compared to when used on the ground, further reducing the distance it travels in the air.}} | |||
*{{b|Banana Peel|move}}: | *{{b|Banana Peel|move}}: | ||
**{{ | **{{buff|The Banana Peel can hit opponents twice before disappearing rather than only once, bouncing off in a high arc on the first hit. This allows Diddy Kong to pick it up and throw it again, but shielding opponents can likewise punish Diddy Kong and steal the Banana Peel, leaving him more disadvantaged. However, it drastically improves the moves combo potential.}} | ||
**{{buff|The Banana Peel now has [[transcendent priority]] making it phase through other hitboxes. This allows it to be used much more effectively for spacing and [[edgeguarding]], as it can combo into down air when z dropped at the ledge.}} | |||
**{{nerf|Diddy Kong throws the banana in a higher arc, causing it to take longer for him to pick up.}} | |||
**{{nerf|The amount of time that must pass before Diddy Kong can generate another banana peel is much higher (12 frames → 85). This makes the move more restrictive, and more importantly prevents Diddy Kong from exploiting the new Banana Peel properties to perform an infinite.}} | |||
**{{change|The move has a snappier animation.}} | **{{change|The move has a snappier animation.}} | ||
*[[Final Smash]]: | *[[Final Smash]]: | ||
**{{change|Diddy Kong has a new Final Smash, [[Hyper Rocketbarrel]], which functions differently from [[Rocketbarrel Barrage]]. Diddy Kong flies | **{{change|Diddy Kong has a new Final Smash, [[Hyper Rocketbarrel]], which functions differently from [[Rocketbarrel Barrage]]. Diddy Kong generates a Special Rocketbarrel Pack, multiplys himself, and flies across the stage in all directions, attacking his trapped opponents. The final hit is where Diddy Kong does a delayed, aimed attack, dealing heavy knockback to opponents he attacked the most. Diddy Kong then lands at the spot he blasted off from.}} |
Latest revision as of 01:16, February 27, 2024
Aesthetics
- Due to the aesthetic used in Ultimate, Diddy Kong's model features a more subdued color scheme. Like Donkey Kong, his fur is less detailed and appears flatter. The fabric of his hat and shirt has subtle detail, and his facial proportions have been tweaked.
- Diddy Kong faces the foreground at an angle, instead of facing directly forward. In addition, most of his animations are mirrored while some are slightly altered. However, he reverts to his previous idle animation while holding a small item.
- Diddy Kong is more expressive, he appears angry during his up and down throw as well as grabbing onto a ledge.
- Diddy Kong's hat has greater independent physics; it appears to be "looser" around his head, popping off slightly while performing many actions.
- Up taunt has an altered ending animation. Diddy Kong now fixes his hat as it lands crooked on his head.
Attributes
- Like all characters, Diddy Kong's jumpsquat animation takes 3 frames to complete (down from 4).
- Diddy Kong runs faster (1.824 → 2.006).
- His initial dash is significantly faster (1.7 → 2.09).
- Diddy Kong walks faster (1.25 → 1.313).
- Diddy Kong's air speed is higher (0.88 → 0.924).
- Diddy Kong's traction is much higher (0.0484 → 0.093).
- Diddy Kong is lighter (93 → 90), worsening his endurance.
- Forward roll grants less intangibility (frames 4-15 → 4-14) and has more ending lag (FAF 28 → 29).
- Back roll has more ending lag (FAF 28 → 34).
- Spot dodge has less ending lag (FAF 26 → 24).
- Spot dodge has more startup and grants less intangibility (frame 2-16 → 3-14).
- Air dodge grants more intangibility (frames 2-26 → 2-27).
- Air dodge has significantly more ending lag (FAF 32 → 45).
Ground attacks
- Neutral attack:
- The first and second hits have significantly less ending lag (FAF 34 → 20 (hit 1), 37 → 21 (hit 2)), no longer being among the slowest to interrupt.
- The first and second hits have altered angles (105°/78°/45° (hit 1), 100°/78°/45° (hit 2) → 361°/180°) and knockback (16/18/24 set/100 scaling → 25/20 base/25/15 scaling (hit 1), 20 base/25/15 scaling (hit 2)) to keep opponents on the ground and closer to Diddy Kong, akin to other neutral attacks. This allows them to connect better and jab lock.
- The first hit transitions into the second hit faster (frame 9 → 6), which transitions into the third hit faster (frame 9 → 7). The third hit also has less startup lag (frame 9 → 5).
- The first hit can be held for a consecutive jab.
- The infinite portion has been removed; the third hit instead launches at a different angle (90°/85°/60° → 361°) and no longer deals set knockback (25/37 set/100 scaling → 60 base/80 scaling).
- This makes the neutral attack much more consistent, no longer risking opponents escaping it before the final hit and punishing Diddy Kong. The third hit also has less ending lag compared to the previous neutral infinite's finisher (FAF 39 → 35).
- However, the move deals much less damage overall as a result, despite all three hits having their damage values increased (1.2% → 2% (hit 1), 1.2% → 1.5% (hit 2), 2% → 4% (hit 3)). The third hit is also weaker compared to the previous neutral infinite's finisher, no longer KOing under 300% from the center of Final Destination.
- All hits have a shorter hitbox duration (2 frames → 1 frame).
- All hits have a higher hitlag multiplier (1× → 1.6× (hit 1), 1.2× (hit 2), 2× (hit 3)).
- The third hit has an altered animation, being a side kick rather than a back kick.
- Forward tilt:
- Forward tilt's arm hitboxes have a longer duration (1 frame → 2 frames), and the hand hitboxes retain full damage for longer before transitioning to sourspots (1 frame → 3 frames), improving the consistency of both the range and damage output of the move.
- The late hit has a longer duration (11-13 → 13-16).
- The hitboxes on Diddy Kong's fists are larger (2.7u → 3.8u).
- It sends opponents at a lower angle (361° → 35°), improving its ability to set up tech chases and edgeguards, and improving its KO potential.
- Forward tilt has more base knockback (10 → 60), but less knockback scaling (100 → 60). This increases its safety on hit at low percents, but reduces its KO potential at high percents, and removes its ability to lock.
- Up tilt:
- Up tilt has less ending lag (FAF 33 → 30), improving its combo potential.
- It has an altered animation where Diddy Kong does not leap as high, decreasing its vertical range. It can no longer hit opponents on the middle platforms in Battlefield.
- Down tilt:
- Down tilt's farthest hitbox is noticeably smaller (4.2u → 3u), reducing its range.
- It is also lower down (Y offset: 2.25 → 1.8).
- Down tilt's farthest hitbox is noticeably smaller (4.2u → 3u), reducing its range.
- Dash attack:
- Dash attack has less startup (frame 9/18/24 → 8/16/22) and ending lag (FAF 46 → 41), improving its combo potential.
- Due to the changes to jostle mechanics, it can no longer whiff if initiated too close to an opponent.
- The first and second hits have lower hitlag multipliers (1× → 0.5× (hit 1), 0.8× (hit 2)) and an additional hitbox, as well as different launch angles for aerial opponents, with the second and hit's also being larger (3.5u → 4u). The second hit also uses different set knockback values (55/40/70 → 45/45/70) and the third hit has a larger hitbox (4.5u → 5.5u), allowing the move to connect more reliably.
- The second and third hits have a longer hitbox duration (1 frame → 2 frames).
- The third hit launches at a slightly higher angle (78° → 83°).
- Diddy Kong sports an angry expression at the third hit.
- Forward smash:
- The first hit uses different angles (90°/60°/30° → 10°/45°/80°/22° (clean), 0° (late)) and set knockback values (28/35/42 → 20/35/25/42 (clean), 20 (late)), as well as weight-independent knockback, allowing it to connect more reliably into the second hit.
- The second hit has one frame less startup (frame 22 → 21).
- However, its total duration remains unchanged, giving it one frame more ending lag.
- Up smash:
- The first and second hits have received various changes to their angles and set knockback, and the second hit uses weight-independent knockback like the first, allowing the move to connect more reliably.
- The third hit deals more knockback (50 base/129 scaling → 55/131).
- Down smash:
- Down smash deals more knockback (40 base/72 scaling → 46/77 (hit 1), 35 base → 38 (hit 2)).
- The second hit has less startup (frame 16 → 12).
- However, it has a shorter hitbox duration (frames 16-18 → frame 12), with its total duration not fully compensated, giving it more ending lag (FAF 53 → 51).
- Both hits have two hitboxes instead of three, which are smaller, significantly reducing its range (4u/4u/5u → 3.9u/3.3u).
- The first hit has slightly more startup (frame 6 → 7).
Aerial attacks
- All aerials have less landing lag (13 frames → 8 (neutral), 26 → 16 (forward), 12 → 7 (back), 21 → 9 (up), 28 → 17 (down)).
- Neutral aerial:
- Neutral aerial has regained its much faster auto-cancel window from Brawl (frame 59 → 27), allowing it to auto-cancel in a short hop fast fall once again.
- It has noticeably larger hitboxes (2u → 3.5u).
- Forward aerial:
- Forward aerial's early hit has noticeably larger hitboxes (4u → 5u).
- Forward aerial's late hit has much smaller hitboxes (5u → 2.7u).
- It has an altered animation where Diddy Kong does not spin as much.
- Up aerial:
- Up aerial has less ending lag (FAF 39 → 36), matching its ending lag from SSB4 prior to update 1.0.8. This allows it to combo slightly better into itself.
- It deals more damage (6% → 7%) with only base knockback compensated (64 → 57), slightly improving its KO potential.
- Up aerial has an altered animation where Diddy's attacking foot is positioned higher up on frame 4 (with the move's hitbox timing and duration unchanged), noticeably reducing the move's horizontal range in front of Diddy Kong, especially against grounded opponents.
- Down aerial:
- Down aerial has less startup (frame 17 → 15), with its total duration reduced as well (FAF 49 → 47).
- The removal of teching for grounded meteor smashes improves down aerial's combo potential onstage, compounded further by its reduced landing lag.
Throws and other attacks
- Grabs:
- All grabs have more startup (frame 6 → 7 (standing), 8 → 10 (dash), 9 → 11 (pivot)) and ending lag (FAF 32 → 37 (standing), 39 → 45 (dash), 37 → 40 (pivot)).
- All grabs have less range (Z2 offset: 8.3u → 7.8u (standing), 9.9u → 9.5u (dash), 13.9u → 13.6u (pivot)).
- Diddy Kong uses one hand to grab instead of both. He also has a surprised expression if he misses his grab.
- Pummel:
- Pummel deals more hitlag (4 frames → 11), but has less startup (frame 2 → 1) and significantly less ending lag (FAF 17 → 7), shortening its effective duration.
- It deals less damage (2% → 1%).
- It has an altered animation where Diddy Kong no longer hops off the ground while pummeling.
- Up throw:
- Up throw has less ending lag (FAF 28 → 27).
- However, the faster knockback physics hinder up throw's combo potential at high percents despite this, no longer having a KO setup into up aerial unless initiated at the top platform of Battlefield.
- Up throw has less ending lag (FAF 28 → 27).
- Down throw:
- Diddy Kong releases opponents from down throw later (frame 19 → 22). While this does make it easier to DI, this also improves its combo potential, as its total duration was unchanged.
- Edge attack:
- Edge attack deals more damage (7% → 9%).
Special moves
- Peanut Popgun:
- Peanut Popgun has less startup lag (frame 18 → 16) and charges much faster (frame 120 → 94 (full charge), 123 → 97 (explosion)).
- However, its total duration remains unchanged, giving it more ending lag.
- It has gained a melee hitbox that deals 3%, increasing its utility at point blank range by allowing it to rack up more damage and negate reflectors.
- The peanuts deal more damage (3.6%-12% → 4.8%-13.8%).
- Diddy Kong's animation for Peanut Popgun is mirrored, and he can fire with either his left or right hand.
- Peanuts bounce once upon hitting the ground, and float upwards before exploding upon hitting an opponent, although these animations are only aesthetic.
- Peanut Popgun has less startup lag (frame 18 → 16) and charges much faster (frame 120 → 94 (full charge), 123 → 97 (explosion)).
- Monkey Flip:
- Monkey Flip has less startup lag (frame 20 → 18).
- The grab has more horizontal range (Z offset: 3u/2u → 4.5u/4u).
- The jump attack now immobilises the opponent for exactly 20 frames if the move does not cause tumble, regardless of hitstun, increasing the stun time if hitstun is lower than 20 frames, but lowering it if hitstun is between 20 and 32 frames.
- It has more ending lag (FAF 44 → 48).
- The grab's automatic pummel has Diddy Kong repeatedly scratch the opponent instead of simply latching onto them.
- Rocketbarrel Boost:
- Rocketbarrel Boost's clean hit has larger hitboxes (3.5u → 4u).
- The uncharged boost is larger (initial speed: 2.2 → 3.1).
- The additional boost per frame of charge is smaller (0.031 → 0.019).
- Its maximum charge time has been significantly reduced (90 frames → 60), combined with the previous change, this significantly reduces the height of the fully charged version to the point where it barely grants more distance than the uncharged version if used while falling, hindering Diddy Kong's recovery.
- The boost multiplier when used in the air is lower (1.12× → 1.05×), and thus the height gained when using the move in the air isn't increased as much compared to when used on the ground, further reducing the distance it travels in the air.
- Banana Peel:
- The Banana Peel can hit opponents twice before disappearing rather than only once, bouncing off in a high arc on the first hit. This allows Diddy Kong to pick it up and throw it again, but shielding opponents can likewise punish Diddy Kong and steal the Banana Peel, leaving him more disadvantaged. However, it drastically improves the moves combo potential.
- The Banana Peel now has transcendent priority making it phase through other hitboxes. This allows it to be used much more effectively for spacing and edgeguarding, as it can combo into down air when z dropped at the ledge.
- Diddy Kong throws the banana in a higher arc, causing it to take longer for him to pick up.
- The amount of time that must pass before Diddy Kong can generate another banana peel is much higher (12 frames → 85). This makes the move more restrictive, and more importantly prevents Diddy Kong from exploiting the new Banana Peel properties to perform an infinite.
- The move has a snappier animation.
- Final Smash:
- Diddy Kong has a new Final Smash, Hyper Rocketbarrel, which functions differently from Rocketbarrel Barrage. Diddy Kong generates a Special Rocketbarrel Pack, multiplys himself, and flies across the stage in all directions, attacking his trapped opponents. The final hit is where Diddy Kong does a delayed, aimed attack, dealing heavy knockback to opponents he attacked the most. Diddy Kong then lands at the spot he blasted off from.