Diddy Kong (SSBB)/Dash attack: Difference between revisions
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!Hit 3 | !Hit 3 | ||
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!Interruptible | !Interruptible | ||
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{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=8}}{{FrameStrip|t=Hitbox|c=5|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=6|s=HitboxChangeE| | {{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}} | ||
Revision as of 03:58, February 16, 2021
Overview
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
Timing
Hit 1 | 9-13 |
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Hit 2 | 14-18 |
Hit 3 | 20-23 |
Interruptible | 24 |
Animation length | 47 |
Lag time |
Hitbox |
Hitbox change |
Interruptible |
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