Diddy Kong (SSBB)/Dash attack: Difference between revisions
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==Overview== | ==Overview== | ||
Diddy Kong performs a cartwheel based on his attack from ''{{s|mariowiki|Donkey Kong Country}}''. It is a multi hit attack consisting of three hits all with 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 making it unreliable. One huge advantage with the move however is that its [[ | Diddy Kong performs a cartwheel based on his attack from ''{{s|mariowiki|Donkey Kong Country}}''. It is a multi hit attack consisting of three hits all with 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 making it unreliable. One huge advantage with the move however is that its [[interruptibility]] frames begin as soon as the last hitbox deceases quite literally giving it 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 Peel (move)|Banana Peels]] during its startup. Overall one of Diddy Kong's most versatile ground moves. | ||
==Hitboxes== | ==Hitboxes== | ||
Line 16: | Line 16: | ||
|ks=50 | |ks=50 | ||
|fkv=0 | |fkv=0 | ||
|r= | |r=300000 | ||
|bn=13 | |bn=13 | ||
|clang=f | |clang=f | ||
|rebound=f | |rebound=f | ||
|type=Foot | |type=Foot | ||
|trip=0 | |trip=0 | ||
|sfx=Punch | |sfx=Punch | ||
Line 38: | Line 34: | ||
|ks=50 | |ks=50 | ||
|fkv=0 | |fkv=0 | ||
|r= | |r=300000 | ||
|bn=13 | |bn=13 | ||
|clang=f | |clang=f | ||
|rebound=f | |rebound=f | ||
|type=Foot | |type=Foot | ||
|trip=0 | |trip=0 | ||
|sfx=Punch | |sfx=Punch | ||
Line 61: | Line 53: | ||
|ks=50 | |ks=50 | ||
|fkv=15 | |fkv=15 | ||
|r= | |r=270000 | ||
|bn=0 | |bn=0 | ||
|zpos=300000 | |||
|zpos= | |||
|clang=f | |clang=f | ||
|rebound=f | |rebound=f | ||
|type=Foot | |type=Foot | ||
|trip=0 | |trip=0 | ||
|sfx=Punch | |sfx=Punch | ||
Line 84: | Line 73: | ||
|ks=50 | |ks=50 | ||
|fkv=0 | |fkv=0 | ||
|r= | |r=300000 | ||
|bn=0 | |bn=0 | ||
|clang=f | |clang=f | ||
|rebound=f | |rebound=f | ||
|type=Foot | |type=Foot | ||
|trip=0 | |trip=0 | ||
|sfx=Punch | |sfx=Punch | ||
Line 109: | Line 94: | ||
|- | |- | ||
!Hit 3 | !Hit 3 | ||
| | |19-23 | ||
|- | |- | ||
!Interruptible | !Interruptible | ||
| | |24 | ||
|- | |- | ||
!Animation length | !Animation length | ||
| | |47 | ||
|} | |} | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=8}}{{FrameStrip|t=Hitbox|c=5|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c= | {{FrameStrip|t=Lag|c=8}}{{FrameStrip|t=Hitbox|c=5|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=6|s=HitboxChangeE|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=5}}{{FrameStrip|t=Interruptible|c=24}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
Revision as of 15:59, December 23, 2019
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 with 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 making it unreliable. One huge advantage with the move however is that its interruptibility frames begin as soon as the last hitbox deceases quite literally giving it 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 one of Diddy Kong's most versatile ground moves.
Hitboxes
Timing
Hit 1 | 9-13 |
---|---|
Hit 2 | 14-18 |
Hit 3 | 19-23 |
Interruptible | 24 |
Animation length | 47 |
Lag time |
Hitbox |
Hitbox change |
Interruptible |
|