Diddy Kong (PM): Difference between revisions

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==Changes from ''Brawl'' to ''PM''==
==Changes from ''Brawl'' to ''PM''==
Diddy Kong received some [[nerf]]s, but mostly gained noticeable [[buff]]s from ''Brawl'' to ''PM'' to fit with the ''Melee'' physics.
Diddy Kong received some [[nerf]]s mostly noticeably to his {{b|Banana Peel|move}} which was the key part to his success in ''Brawl''. Diddy can only have one [[banana peel]] out at a time and the changes to [[Tripping]] in ''Project M'' hinder their utility. Besides the nerfs to his Banana Peels, he mostly gained noticeable [[buff]]s from ''Brawl'' to ''PM'' to fit with the ''Melee'' physics.


===Aesthetics===  
===Aesthetics===  
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*{{nerf|Diddy's double jump is lower.}}  
*{{nerf|Diddy's double jump is lower.}}  
*{{nerf|Diddy is lighter (93 → 85) hindering his endurance. Despite this, he is also more vulnerable to combos due to his much higher fall speed and gravity.}}  
*{{nerf|Diddy is lighter (93 → 85) hindering his endurance. Despite this, he is also more vulnerable to combos due to his much higher fall speed and gravity.}}  
**{{buff|His new weight however allows him to be knocked down by {{PM|Fox}}'s shine.}}
**{{buff|His new weight however allows him to be knocked down by {{PM|Fox}}'s shine.}}
*{{nerf|Diddy can no longer [[DACUS]] removing a potential mixup/mind game he had with his dash attack/up smash}}


===Ground attacks===
===Ground attacks===
*{{buff|Jab combo does more damage and as with {{PM|Captain Falcon}}, the third hit of Diddy's [[neutral attack]] is now always separated from the rapid hits, so he can either launch foes with the third hit to then [[jab cancel]] and follow up, or rack up damage with the rapid hits against enemies at low percentages.}}
*{{buff|Jab combo does more damage (7% → 9%) and as with {{PM|Captain Falcon}}, the third hit of Diddy's [[neutral attack]] is now always separated from the rapid hits, so he can either launch foes with the third hit to then [[jab cancel]] and follow up, or rack up damage with the rapid hits against enemies at low percentages.}}
*{{buff|Forward tilt has more knockback, especially at its sweetspot, and up tilt does slightly more damage while down tilt has earlier [[IASA]] frames and set knockback, leaving foes open against attacks more easily.}}
*{{buff|Forward tilt deals more damage when not angled or angled up (8%/10%/11% → 9/12% (not angled), 10/13% (angled up)) has more knockback, especially at its sweetspot, and up tilt and down tilt do slightly more damage (7% → 8%).}}
*{{nerf|Up tilt has its IASA frames later.}}
*{{nerf|Up tilt has its IASA frames later (frame 25 → 31).}}
*{{buff|Dash attack does more damage, and hits connect more smoothly. Like {{PM|Donkey Kong}}'s, his dash attack now can move off ledges, setting up offstage KOs. It also has increased speed for longer range, improving his ground game.}}
*{{nerf|Down tilt has more startup lag and has a shorter duration (frames 4-7 → 5-6)}}
*{{buff|Dash attack does more damage (9% → 14%), and hits connect more smoothly as the move only has two hits instead of three. Like {{PM|Donkey Kong}}'s, his dash attack now can move off ledges, setting up offstage KOs. It also has increased speed for longer range, improving his ground game.}}
*{{buff|Forward smash does slightly more damage and is stronger in knockback and has less hitlag.}}
*{{buff|Forward smash does slightly more damage and is stronger in knockback and has less hitlag.}}
*{{buff|Up smash links much better and is a stronger KO move.}}
*{{buff|Up smash links much better and is a stronger KO move.}}
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===Grabs and Throws===
===Grabs and Throws===
*{{nerf|Standing and pivot grabs have more startup lag (frame 6 (standing) frame 8 (pivot) → 7/9).}}
*{{buff|Back throw has slightly more KO potential.}}
*{{buff|Back throw has slightly more KO potential.}}
*{{buff|Up throw does more damage and is now a KO move.}}
*{{buff|Up throw does more damage (9% → 10%) and is a slightly stronger KO move. The changes in ''Project M's'' physics also allows Diddy to [[chain grab]] with up throw}}
*{{buff|Pummel does slightly more damage.}}
*{{buff|Pummel does slightly more damage (2% → 3%).}}
*{{nerf|Down throw does slightly less damage.}}
*{{nerf|Down throw does slightly less damage (9% → 8%).}}
*{{buff|Down throw sends opponents at a different angle (130° → 50°). This combined with ''Project M's'' physics changes gives down throw tech chasing potential.}}
*{{buff|Down throw has altered knockback (85 (base), 40 (scaling) → 60/105). This makes it easier to combo with at lower percents although it doesn't grant it any extra KO potential.}}
*{{nerf|Forward throw has slightly less KO potential.}}
*{{nerf|Forward throw has slightly less KO potential.}}


===Special Moves===
===Special Moves===
*{{buff|The Peanuts from [[Peanut Popgun]] now travel in straighter arcs and are much more powerful. A fully charged peanut can travel across the entire distance of Final Destination. Diddy Kong can also [[air dodge]] out of his Peanut Popgun, allowing him to [[waveland]] between shots.}}
*{{buff|The Peanuts from [[Peanut Popgun]] now travel in straighter arcs and are much more powerful. A fully charged peanut can travel across the entire distance of Final Destination. Diddy Kong can also [[air dodge]] out of his Peanut Popgun, allowing him to [[waveland]] between shots.}}
*{{nerf|While Diddy can still cancel charging his Peanut Popgun with shield, he will no longer instantly shield on the ground or air dodge in the air. He can also no longer grab out of charging Peanut Popgun.}}
*{{buff|Monkey Flip had its distance increased. Attacking regularly after grabbing now sends opponents upward, leading into aerials at higher percents and the kick comes out right away when you hold the special button and has more knockback.}}
*{{buff|Monkey Flip had its distance increased. Attacking regularly after grabbing now sends opponents upward, leading into aerials at higher percents and the kick comes out right away when you hold the special button and has more knockback.}}
*{{nerf|Monkey Flip's attack and kick both do less damage.}}
*{{nerf|Monkey Flip's attack (15% → 12%) and kick (14% (clean) 10% (late) → 12%/7%) both do less damage. Diddy can also only throw out the kick at the beginning of the move rather than the entire duration.}}
*{{buff|[[Rocketbarrel Boost]] has its distance increased. Furthermore, Diddy has more control over both its arc and launch angle allowing for better and trickier recoveries. It can do 21% at full charge and its power is very dramatically increased, making it a viable combo finisher.}}
*{{buff|[[Rocketbarrel Boost]] has its distance increased. Furthermore, Diddy has more control over both its arc and launch angle allowing for better and trickier recoveries. It can do 21% at full charge and its power is very dramatically increased, making it a viable combo finisher.}}
*{{buff|Banana Peels, when thrown, have greater distance and does more damage.}}
*{{nerf|As Rocketbarrel Boost can't be charged for as long, fully charged Rockbarrel Boost covers significantly less distance.}}
**{{nerf|Diddy Kong can no longer infinite trip opponents with his {{b|Banana Peel|move}}s, as tripping can now be [[tech]]ed.}}
*{{buff|Banana Peels, when thrown, have greater distance and does more damage (3-7% → 3-10%).}}
**{{nerf|Only one banana can be out at a time.}}
**{{nerf|Diddy Kong can no longer infinite trip opponents with his {{b|Banana Peel|move}}s, as tripping can now be [[tech]]ed removing their inescapable [[0-death]] potential. These changes significantly hinder Banana Peel's utility.}}
**{{nerf|Only one banana can be out at a time rather than two.}}


==Revisions==
==Revisions==
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