Diddy Kong (SSB4)/Up smash: Difference between revisions
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!Animation length | !Animation length | ||
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{{FrameStripStart}} | {{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= | {{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=16}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
Revision as of 14:13, January 19, 2018
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
- Third hit knockback scaling: 126 → 129
Hitboxes
Timing
Charges between | 1-2 |
---|---|
First hitboxes | 5-8 |
Second hitboxes | 12-15 |
Third hitboxes | 19-23 |
Interruptible (FAF) | 54 |
Animation length | 69 |
Lag time |
Charge interval |
Hitbox |
Interruptible |
|