Diddy Kong (PM): Difference between revisions

267 bytes removed ,  9 years ago
→‎Moveset: Removed non notable moveset names.
(→‎Moveset: Removed non notable moveset names.)
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!Neutral attack
!Neutral attack
| Combo Swat || 3%, 2%, 4%, 2%/1% (loop/tip) || Slaps twice, then turns around and kicks with one foot and keeps it raised, while repeatedly hitting by lashing his tail out. First hit can set-up a grab if jab-canceled or even a buffered down smash.
| || 3%, 2%, 4%, 2%/1% (loop/tip) || Slaps twice, then turns around and kicks with one foot and keeps it raised, while repeatedly hitting by lashing his tail out. First hit can set-up a grab if jab-canceled or even a buffered down smash.
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!Forward tilt
!Forward tilt
| Lean Punch || 13%/10% (high/body), 12%/9% (mid/body), 11%/8% (low/body) || Places both arms together above his head. Stands on one foot, leaning to the side and punching with both fists together above his head. Can be angled.
| || 13%/10% (high/body), 12%/9% (mid/body), 11%/8% (low/body) || Places both arms together above his head. Stands on one foot, leaning to the side and punching with both fists together above his head. Can be angled.
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!Up tilt
!Up tilt
| Jump Swipe || 8% || Swats in the air above him with a slap. Quick and can combine with other attacks. This can be used to juggle at low damage percentages.
| || 8% || Swats in the air above him with a slap. Quick and can combine with other attacks. This can be used to juggle at low damage percentages.
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!Down tilt
!Down tilt
| Low Clap || 8% || While crouching, slaps forward. Combos well into more down tilts and even a down smash. Extremely useful for racking up damage at low percentages.  
| || 8% || While crouching, slaps forward. Combos well into more down tilts and even a down smash. Extremely useful for racking up damage at low percentages.  
<!--Crawl attack-->
<!--Crawl attack-->
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!Dash attack
!Dash attack
| Cartwheel || 9% (clean), 5% (late) || Does a cartwheel spin, resembling the one from the Donkey Kong Country games. A great move due to having almost absolutely no ending lag and combines well with his up smash or up tilt. Can also go off edges and platforms.
| || 9% (clean), 5% (late) || Does a cartwheel spin, resembling the one from the Donkey Kong Country games. A great move due to having almost absolutely no ending lag and combines well with his up smash or up tilt. Can also go off edges and platforms.
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!Forward smash
!Forward smash
| Spinning Punch || {{ChargedSmashDmgSSBM|5}} (hit 1), {{ChargedSmashDmgSSBM|14}} (hit 2) ({{ChargedSmashDmgSSBM|19}} total) || Spins, slapping forward twice. The first hit has no knockback, comboing into the second hit, although this can be escaped rather easily. When fully charged and both hits connect, it can KO at 92% on heavyweights and 85% on lightweights.
| || {{ChargedSmashDmgSSBM|5}} (hit 1), {{ChargedSmashDmgSSBM|14}} (hit 2) ({{ChargedSmashDmgSSBM|19}} total) || Spins, slapping forward twice. The first hit has no knockback, comboing into the second hit, although this can be escaped rather easily. When fully charged and both hits connect, it can KO at 92% on heavyweights and 85% on lightweights.
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!Up smash
!Up smash
| Fliparound || {{ChargedSmashDmgSSBM|2}} (hits 1-2), {{ChargedSmashDmgSSBM|11}} (hit 3) ({{ChargedSmashDmgSSBM|15}} total) || Hops a little and does a sort of cartwheel, hitting three times with extremely low knockback that doesn't KO until 115%. Fills in combos and can rack up damage easily.
| || {{ChargedSmashDmgSSBM|2}} (hits 1-2), {{ChargedSmashDmgSSBM|11}} (hit 3) ({{ChargedSmashDmgSSBM|15}} total) || Hops a little and does a sort of cartwheel, hitting three times with extremely low knockback that doesn't KO until 115%. Fills in combos and can rack up damage easily.
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!Down smash
!Down smash
| Breakdance Kick || {{ChargedSmashDmgSSBM|16}} (front), {{ChargedSmashDmgSSBM|13}} (back) || Performs a sweeping kick. It has less knockback than his forward smash and sends enemies at a more horizontal angle.
| || {{ChargedSmashDmgSSBM|16}} (front), {{ChargedSmashDmgSSBM|13}} (back) || Performs a sweeping kick. It has less knockback than his forward smash and sends enemies at a more horizontal angle.
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!Neutral aerial
!Neutral aerial
| Air Cartwheel || 13% (clean), 9% (late) || Sticks out hands and feet and spins. Only hits once with decent knockback. Looks similar to his dash attack.
| || 13% (clean), 9% (late) || Sticks out hands and feet and spins. Only hits once with decent knockback. Looks similar to his dash attack.
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!Forward aerial
!Forward aerial
| Two-Legged Kick || 15% (clean), 11% (late) || Kicks both feet forward. Diddy Kong's strongest aerial, a great edge-guarding option, and a good move to use in a short hop (though a bair is quicker and better for spacing). On the edge at above 100%, edge drop -> jump -> fair is considered one of the best options available.
| || 15% (clean), 11% (late) || Kicks both feet forward. Diddy Kong's strongest aerial, a great edge-guarding option, and a good move to use in a short hop (though a bair is quicker and better for spacing). On the edge at above 100%, edge drop -> jump -> fair is considered one of the best options available.
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!Back aerial
!Back aerial
| Rear Kick || 12% (foot), 11% (body) || Sticks leg out and spins it behind him. His fastest aerial, a great option for spacing whether a short hop is used or not.  
| || 12% (foot), 11% (body) || Sticks leg out and spins it behind him. His fastest aerial, a great option for spacing whether a short hop is used or not.  
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!Up aerial
!Up aerial
| Flip Kick || 12% (clean), 8% (late) || An overhead flip kick. Decent knockback, fairly fast.
| || 12% (clean), 8% (late) || An overhead flip kick. Decent knockback, fairly fast.
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!Down aerial
!Down aerial
| Two-Fisted Pound || 15% (sweetspot), 14% (sourspot) || Punches both arms down, meteor smashing powerfully as soon as it connects, but with some start-up lag.
| || 15% (sweetspot), 14% (sourspot) || Punches both arms down, meteor smashing powerfully as soon as it connects, but with some start-up lag.
<!--Grab aerial-->
<!--Grab aerial-->
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!Pummel
!Pummel
| Headbutt || 3% || Headbutts his target, angled from the side of his body. Hits almost instantly.
| || 3% || Headbutts his target, angled from the side of his body. Hits almost instantly.
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!Forward throw
!Forward throw
| Toss || 11% || Tosses opponent forward. Based on how Diddy Kong would throw barrels in Donkey Kong Country. Best used to get opponents offstage to set up an edgeguard, can combo into an fair.
| || 11% || Tosses opponent forward. Based on how Diddy Kong would throw barrels in Donkey Kong Country. Best used to get opponents offstage to set up an edgeguard, can combo into an fair.
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!Back throw
!Back throw
| Rear Toss || 10% || Tosses opponent backward, very similar to his f-throw in that it is useful for getting opponents offstage.  
| || 10% || Tosses opponent backward, very similar to his f-throw in that it is useful for getting opponents offstage.  
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!Up throw
!Up throw
| Vertical Kick || 3% (hit), 7% (throw) (10% total) || Throws opponent up and kicks them. Is a decent option for getting opponents into the air. It's his strongest throw.
| || 3% (hit), 7% (throw) (10% total) || Throws opponent up and kicks them. Is a decent option for getting opponents into the air. It's his strongest throw.
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!Down throw
!Down throw
| Ground Bounce || 5% (hit), 3% (throw) (8% total) || Performs a leapfrog-like manoeuvre and throws the opponent underneath him. Has fair backwards knockback. Can be followed up by multiple moves and is a good combo starter.
| || 5% (hit), 3% (throw) (8% total) || Performs a leapfrog-like manoeuvre and throws the opponent underneath him. Has fair backwards knockback. Can be followed up by multiple moves and is a good combo starter.
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!Floor attack (front)
!Floor attack (front)
| Spin Swipe || 6% || Gets up and kicks to both sides.
| || 6% || Gets up and kicks to both sides.
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!Floor attack (back)
!Floor attack (back)
| Swirl Kick || 6% || Gets up and kicks to both sides.
| || 6% || Gets up and kicks to both sides.
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!Floor attack (trip)
!Floor attack (trip)
| Spin Kick || 5% || Another two kicks to either side.
| || 5% || Another two kicks to either side.
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!Edge attack (fast)
!Edge attack (fast)
| Quick Flick || 6% (tail far), 8% (tail close) || Spinning tail slap.
| || 6% (tail far), 8% (tail close) || Spinning tail slap.
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!Edge attack (slow)
!Edge attack (slow)
| Slow Kick || 10% || Short kick.
| || 10% || Short kick.
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!Neutral special
!Neutral special