Editing Diddy Kong (SSBU)
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'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | ||
{{ | *{{buff|Neutral aerial auto-cancels earlier (frame 50 → 27), allowing it to autocancel in a [[short hop fast fall]].}} | ||
*{{bugfix|Monkey Flip release glitch has been fixed.}} | |||
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|3.0.0}}''' | ||
{{ | *{{buff|Dash attack has less startup lag (frame 9/18/24 → 8/16/22), with its total duration reduced as well (FAF 43 → 41).}} | ||
**{{nerf|However, due to a [[frame speed multiplier]] being used, the first hit has a shorter hitbox duration (frames 8-9 → 8).}} | |||
*{{buff|Forward tilt has a longer hitbox duration (frame 10 (clean)/11-13 (late) → 10-12/13-14).}} | |||
*{{buff|Down smash deals more knockback (40 base/72 scaling → 46/77 (hit 1), 35 base → 38 (hit 2)).}} | |||
*{{buff|Neutral aerial has increased range.}} | |||
*{{buff|Up aerial deals more damage (6% → 7%) with only base knockback compensated (64 → 57), slightly improving its KO potential.}} | |||
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|3.1.0}}''' | ||
{{ | *{{buff|Neutral attack's second hit has more range (Z offset: 9.8u → 11.3u) and a new hitbox that launches opponents towards Diddy Kong (361° → 180°), allowing the move to connect more reliably.}} | ||
*{{change|Dash attack's final hit sends at a slightly more vertical angle (78° → 83°).}} | |||
*{{buff|Up smash's hits connect more reliably.}} | |||
*{{buff|Up smash's final hit deals more knockback (50 base/129 scaling → 55/131).}} | |||
*{{buff|Up aerial has less ending (FAF 37 → 36) and landing lag (13 frames → 9).}} | |||
*{{buff|Down aerial has less startup lag (frame 17 → 15), with its total duration reduced as well (FAF 49 → 47).}} | |||
*{{buff|Peanut Popgun's peanuts deal more base damage (3.3% → 4.8%) and charge much faster (frame 120 → 94 (full charge), 123 → 97 (explosion)).}} | |||
**{{nerf|However, they deal less damage at full charge (15% → 13.8%).}} | |||
*{{buff|Diddy Kong falls slower while charging Rocketbarrel Boost. This only applies for the first charge; Diddy will not stall using it repeatedly without landing.}} | |||
*{{buff|Rocketbarrel Boost travels more vertical distance when charged.}} | |||
*{{buff|Hyper Rocketbarrel's explosion and jet at the start deal more damage.}} | |||
*{{nerf|Hyper Rocketbarrel's tackle deals less damage.}} | |||
*{{nerf|Hyper Rocketbarrel's final tackle launches opponents at lower percentages less reliably.}} | |||
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|4.0.0}}''' | ||
{{ | *{{bugfix|Fixed a glitch where Rocketbarrel Boost's {{s|mariowiki|Barrel Jet}} would disappear instantly when hit by a certain move (ex. {{SSBU|Palutena}}'s neutral aerial) during its release.}} | ||
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|7.0.0}}''' |