Super Smash Bros. Brawl

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

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{{ArticleIcons|ssbb=y}}
{{ArticleIcons|ssbb=y}}
 
[[File:DiddyKongUSmashSSBB.gif|thumb|400px|Hitbox visualization showing Diddy Kong's up smash.]]
==Overview==
==Overview==
{{competitive expertise}}
{{competitive expertise}}
[[File:DiddyKongUSmash.png|thumb|Diddy Kong's Up Smash for the first hit.]]
An aerial cartwheel kick consisting of three kicks. Arguably the worst of all his three [[smash attack|smash attacks]], it has low general utility except for specific uses in certain combos.  One of the primary reasons it is a poor smash attack is because of the move's pitifully weak knockback that upon contact with an opponent. Even if the move is fresh, it would usually take over 200% for the attack to finish off the target. Diddy Kong’s up smash consist of three hits, which is another reason why it is considered to be a poor move. In order for all three hits to connect, Diddy Kong must be standing extremely close to his target, as otherwise the knockback and damage output inflicted would be further weakened, resulting in only two or even one hit landing. As such, his up smash is considered to be one of his worst moves, with other attacks such as his [[Diddy Kong (SSBB)/Dash Attack|dash attack]] granting far more versatility.
An aerial cartwheel kick consisting of three kicks. Arguably the worst of all his three [[smash attack|smash attacks]], it has low general utility except for specific uses in certain combos.  One of the primary reasons it is a poor smash attack is because of the move's pitifully weak knockback that upon contact with an opponent. Even if the move is fresh, it would usually take over 200% for the attack to finish off the target. Diddy Kong’s up smash consist of three hits, which is another reason why it is considered to be a poor move. In order for all three hits to connect, Diddy Kong must be standing extremely close to his target, as otherwise the knockback and damage output inflicted would be further weakened, resulting in only two or even one hit landing. As such, his up smash is considered to be one of his worst moves, with other attacks such as his [[Diddy Kong (SSBB)/Dash Attack|dash attack]] granting far more versatility.



Revision as of 22:07, May 27, 2024

Hitbox visualization showing Diddy Kong's up smash.

Overview

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An aerial cartwheel kick consisting of three kicks. Arguably the worst of all his three smash attacks, it has low general utility except for specific uses in certain combos. One of the primary reasons it is a poor smash attack is because of the move's pitifully weak knockback that upon contact with an opponent. Even if the move is fresh, it would usually take over 200% for the attack to finish off the target. Diddy Kong’s up smash consist of three hits, which is another reason why it is considered to be a poor move. In order for all three hits to connect, Diddy Kong must be standing extremely close to his target, as otherwise the knockback and damage output inflicted would be further weakened, resulting in only two or even one hit landing. As such, his up smash is considered to be one of his worst moves, with other attacks such as his dash attack granting far more versatility.

Hitboxes

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 5% 0 AngleIcon95.png 0 30 30 6.0 46 -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(AerialTrue).png M Punch SpecialsDirect.png
1 0 5% 0 AngleIcon95.png 0 50 30 4.0 46 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
2 0 5% 0 AngleIcon95.png 0 70 30 4.0 45 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
3 0 5% 0 AngleIcon90.png 0 70 30 3.0 0 0.0 7.0 -3.5 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 5% 0 AngleIcon95.png 0 30 30 6.0 13 0.0 5.0 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 5% 0 AngleIcon95.png 0 50 30 4.0 13 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
2 0 5% 0 AngleIcon95.png 0 70 30 4.0 12 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 AngleIcon95.png 70 70 0 6.0 8 0.0 -5.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png
1 0 6% 0 AngleIcon95.png 70 70 0 4.0 8 0.0 -1.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png
2 0 6% 0 AngleIcon95.png 70 70 0 4.0 7 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 L Punch SpecialsDirect.png

Timing

Charges between 1-2
Hit 1 5-7
Hit 2 11-14
Hit 3 18-22
Interruptible 51
Animation length 58
FrameIcon(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(Lag).png FrameIcon(Lag).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(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