Super Smash Bros. 4

Diddy Kong (SSB4)/Up aerial: Difference between revisions

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versions of ''Smash 4'', the attack was extremely powerful and was notorious for being able to KO well under 100% off a {{mvsub|Diddy Kong|SSB4|down throw}} or {{mvsub|Diddy Kong|SSB4|up throw}}; the former was eventually dubbed the "Hoo-Hah". This combo was also very effective for racking damage at low percents along with {{mvsub|Diddy Kong|SSB4|forward aerial}}s. Since the move comes out on frame 3, it has always been a great option for breaking out of combos, though it is punishable if [[shield]]ed.
versions of ''Smash 4'', the attack was extremely powerful and was notorious for being able to KO well under 100% off a {{mvsub|Diddy Kong|SSB4|down throw}} or {{mvsub|Diddy Kong|SSB4|up throw}}; the former was eventually dubbed the "Hoo-Hah". This combo was also very effective for racking damage at low percents along with {{mvsub|Diddy Kong|SSB4|forward aerial}}s. Since the move comes out on frame 3, it has always been a great option for breaking out of combos, though it is punishable if [[shield]]ed.


When [[List of updates (SSB4)/1.0.6 changelog|patch 1.0.6]] was released, Diddy Kong's up air was significantly weakened in terms of damage and knockback, and it was nerfed again in [[List of updates (SSB4)/1.0.8 changelog|patch 1.0.8]], where its range was nerfed to the point where it no longer hits every character out of a short hop while they're standing on the ground, as well as having drastically increased its endlag, increased base knockback, and lowered knockback scaling, making it autocancel far later, stop comboing earlier, and start KOing even later. It s now only a reliable KO option with [[rage]] on stages with low ceilings such as [[Halberd]], [[Delfino Plaza]], and occasionally [[Town & City]], after an up throw. However, it is still a useful anti-air option when used in short hops along with forward airs.
When [[List of updates (SSB4)/1.0.6 changelog|patch 1.0.6]] was released, Diddy Kong's up air was significantly weakened in terms of damage and knockback, and it was nerfed again in [[List of updates (SSB4)/1.0.8 changelog|patch 1.0.8]], where its range was nerfed to the point where it no longer hits every character out of a short hop while they're standing on the ground, as well as having drastically increased endlag, increased base knockback, and lowered knockback scaling, making it autocancel far later, stop comboing earlier, and start KOing even later. It s now only a reliable KO option with [[rage]] on stages with low ceilings such as [[Halberd]], [[Delfino Plaza]], and occasionally [[Town & City]], after an up throw. However, it is still a useful anti-air option when used in short hops along with forward airs.


In patch 1.1.0, {{SSB4|Donkey Kong}}'s {{mvsub|Donkey Kong|SSB4|forward throw|cargo up throw}} had its base knockback significantly reduced, which, when combined with his own very powerful and fast up aerial, could reliably set up KOs under 100%, making it very reminiscent of Diddy's old Hoo-Hah combo.
In patch 1.1.0, {{SSB4|Donkey Kong}}'s {{mvsub|Donkey Kong|SSB4|up throw throw|cargo up throw}} had its base knockback significantly reduced, which, when combined with his own very powerful and fast up aerial, could reliably set up KOs under 100%, making it very reminiscent of Diddy's old Hoo-Hah combo.
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Revision as of 14:51, October 2, 2015

Overview

Diddy Kong performs an overhead kick that has overall above-average knockback and quick start-up. In the early versions of Smash 4, the attack was extremely powerful and was notorious for being able to KO well under 100% off a down throw or up throw; the former was eventually dubbed the "Hoo-Hah". This combo was also very effective for racking damage at low percents along with forward aerials. Since the move comes out on frame 3, it has always been a great option for breaking out of combos, though it is punishable if shielded.

When patch 1.0.6 was released, Diddy Kong's up air was significantly weakened in terms of damage and knockback, and it was nerfed again in patch 1.0.8, where its range was nerfed to the point where it no longer hits every character out of a short hop while they're standing on the ground, as well as having drastically increased endlag, increased base knockback, and lowered knockback scaling, making it autocancel far later, stop comboing earlier, and start KOing even later. It s now only a reliable KO option with rage on stages with low ceilings such as Halberd, Delfino Plaza, and occasionally Town & City, after an up throw. However, it is still a useful anti-air option when used in short hops along with forward airs.

In patch 1.1.0, Donkey Kong's up throw throw had its base knockback significantly reduced, which, when combined with his own very powerful and fast up aerial, could reliably set up KOs under 100%, making it very reminiscent of Diddy's old Hoo-Hah combo.

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