Super Smash Bros. 4

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

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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
{{competitive expertise}}
[[File:DiddyKongUpSmash.gif|thumb|270px|Hitbox visualization showing Diddy Kong's up smash.]]
{{technical data}}
 
==Overview==
Diddy Kong hops briefly and performs a stationary cartwheel while attacking three times upward. In terms of [[damage]], it is rather weak, in terms of [[knockback]] however, it is average, killing at approximately 120% on mid weight characters. It has one of the fastest startup times for a move of its' type, with the first [[hitbox]] coming out on frame 5. It also has rather good upwards and sideways range. It is a true follow up after hitting the opponent with a [[down tilt]] at high percent ranges, provided that Diddy Kong starts a dash beforehand, which is an easy [[kill confirm]]. This gives it a large amount of safety and consistency that circumvents its poor knockback.
 
==Update history==
'''{{gameIcon|ssb4}} [[1.0.8]]'''
*{{buff|Hit 3 knockback scaling (126 → 129)}}


==Hitboxes==
==Hitboxes==
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableHeader}}
{{HitboxTableTitle|Hit 1|42}}
{{HitboxTableTitle|Hit 1|42}}
Line 10: Line 15:
|id=0
|id=0
|part=0
|part=0
|damage=2.5%
|damage={{ChargedSmashDmgSSB4|2.5}}
|angle=95
|angle=95
|bk=0
|bk=0
Line 29: Line 34:
|id=1
|id=1
|part=0
|part=0
|damage=2.5%
|damage={{ChargedSmashDmgSSB4|2.5}}
|angle=110
|angle=110
|bk=0
|bk=0
Line 44: Line 49:
|sfx=Punch
|sfx=Punch
|slvl=M
|slvl=M
|a=false
}}
}}
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=2
|id=2
|part=0
|part=0
|damage=2.5%
|damage={{ChargedSmashDmgSSB4|2.5}}
|angle=95
|angle=95
|bk=0
|bk=0
Line 63: Line 69:
|sfx=Punch
|sfx=Punch
|slvl=M
|slvl=M
|g=false
}}
}}
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=3
|id=3
|part=0
|part=0
|damage=2.5%
|damage={{ChargedSmashDmgSSB4|2.5}}
|angle=95
|angle=95
|bk=0
|bk=0
Line 87: Line 94:
|id=0
|id=0
|part=0
|part=0
|damage=2.5%
|damage={{ChargedSmashDmgSSB4|2.5}}
|angle=125
|angle=125
|bk=0
|bk=0
Line 106: Line 113:
|id=1
|id=1
|part=0
|part=0
|damage=2.5%
|damage={{ChargedSmashDmgSSB4|2.5}}
|angle=105
|angle=105
|bk=0
|bk=0
Line 125: Line 132:
|id=2
|id=2
|part=0
|part=0
|damage=2.5%
|damage={{ChargedSmashDmgSSB4|2.5}}
|angle=95
|angle=95
|bk=0
|bk=0
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|id=0
|id=0
|part=0
|part=0
|damage=6%
|damage={{ChargedSmashDmgSSB4|6}}
|angle=85
|angle=85
|bk=50
|bk=50
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|id=1
|id=1
|part=0
|part=0
|damage=6%
|damage={{ChargedSmashDmgSSB4|6}}
|angle=85
|angle=85
|bk=50
|bk=50
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|}
|}


==Timing==
{|class="wikitable"
!Charges between
|1-2
|-
!Hit 1
|5-8
|-
!Hit 2
|12-15
|-
!Hit 3
|19-23
|-
!Interruptible
|54
|-
!Animation length
|68
|}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=1|e=LagChargeS}}{{FrameStrip|t=Lag|c=3|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=4}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=4}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=5}}{{FrameStrip|t=Lag|c=30}}{{FrameStrip|t=Interruptible|c=15}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|charge=y|hitbox=y|interruptible=y}}
{{MvSubNavDiddyKong|g=SSB4}}
{{MvSubNavDiddyKong|g=SSB4}}
[[Category:Diddy Kong (SSB4)]]
[[Category:Diddy Kong (SSB4)]]
[[Category:Up smashes (SSB4)]]
[[Category:Up smashes (SSB4)]]

Latest revision as of 16:23, June 27, 2024

Hitbox visualization showing Diddy Kong's up smash.

Overview[edit]

Diddy Kong hops briefly and performs a stationary cartwheel while attacking three times upward. In terms of damage, it is rather weak, in terms of knockback however, it is average, killing at approximately 120% on mid weight characters. It has one of the fastest startup times for a move of its' type, with the first hitbox coming out on frame 5. It also has rather good upwards and sideways range. It is a true follow up after hitting the opponent with a down tilt at high percent ranges, provided that Diddy Kong starts a dash beforehand, which is an easy kill confirm. This gives it a large amount of safety and consistency that circumvents its poor knockback.

Update history[edit]

Super Smash Bros. 4 1.0.8

  • Buff Hit 3 knockback scaling (126 → 129)

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 2.5% 0 AngleIcon95.png 0 100 85 3.7 15 0.0 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 2.5% 0 AngleIcon110.png 0 100 106 5.0 16 5.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png M Punch SpecialsDirect.png
2 0 2.5% 0 AngleIcon95.png 0 100 50 5.0 16 5.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedFalse).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png
3 0 2.5% 0 AngleIcon95.png 0 100 60 3.7 16 0.0 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
Hit 2
0 0 2.5% 0 AngleIcon125.png 0 100 48 5.0 9 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 M Punch SpecialsDirect.png
1 0 2.5% 0 AngleIcon105.png 0 100 45 3.7 9 1.0 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 M Punch SpecialsDirect.png
2 0 2.5% 0 AngleIcon95.png 0 100 45 3.7 8 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 M Punch SpecialsDirect.png
Hit 3
0 0 6% 0 AngleIcon85.png 50 129 0 6.5 16 4.0 0.6 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png
1 0 6% 0 AngleIcon85.png 50 129 0 4.5 15 0.0 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 L Punch SpecialsDirect.png

Timing[edit]

Charges between 1-2
Hit 1 5-8
Hit 2 12-15
Hit 3 19-23
Interruptible 54
Animation length 68
FrameIcon(LagChargeS).png FrameIcon(LagChargeE).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(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).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(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
ChargeCharge
Charge interval
Hitbox
Hitbox
Interruptibility
Interruptible