Diddy Kong (SSB4): Difference between revisions

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Diddy Kong was initially a significantly more potent character in earlier versions of ''Smash 4'', with Diddy Kong being significantly nerfed overall. Update [[1.0.4]] mostly gave Diddy minor adjustments with the only meaningful change being that Diddy lost his ability to cancel non-tumble hitstun with [[Peanut Popgun]]. While this could be a powerful technique when used in the right situations, it was quite situational and restrictive, so the loss of it overall did not significantly hurt Diddy.  
Diddy Kong was initially a significantly more potent character in earlier versions of ''Smash 4'', with Diddy Kong being significantly nerfed overall. Update [[1.0.4]] mostly gave Diddy minor adjustments with the only meaningful change being that Diddy lost his ability to cancel non-tumble hitstun with [[Peanut Popgun]]. While this could be a powerful technique when used in the right situations, it was quite situational and restrictive, so the loss of it overall did not significantly hurt Diddy.  


However, update 1.0.4 removed the ability to [[LSI]] moves which launched between 65°-115° which turned out to be greatly beneficial to Diddy (further helped by the lower vertical blastzones in the Wii U version). Diddy had numerous vertical launching combo starters and KO moves which greatly benefitted from the change , as they could no longer be LSIed (despite being the same moves on paper). Diddy's extremely fast and versatile up aerial became a much more deadly KO move and his throws could combo for a much longer period of time, as his up aerial and vertical throws could no longer be LSIed. Diddy's down throw could reliably combo for a much longer period of timing, becoming a long lasting KO confirm into up aerial without DI (colloquially known as the "Hoo-hah") and a long lasting 50/50 into potential KOes with DI. Diddy's up throw went from a throw which could not lead into KOes or 50/50es (even on a platform) to a throw that could lead into KO confirms with up aerial on the ground at pretty low percents (which then lead into a deadly 50/50 for some time when the opponent escaped the KO confirm window), which Diddy could easily mix up the side he could hit his up air (regardless of the opponent's DI on the up throw) to throw off the opponent's DI on the up aerial, which was incredibly powerful. This also extended to Diddy's other vertical launching moves albeit to a lesser extent. Diddy Kong's up aerial was overall one of the best moves in the game in early Wii U versions being incredibly fast, versatile, powerful and having incredible synergy with the rest of his kit.
However, update 1.0.4 removed the ability to [[LSI]] moves which launched between 65°-115° which turned out to be greatly beneficial to Diddy (further helped by the lower vertical blastzones in the Wii U version). Diddy had numerous vertical launching combo starters and KO moves which greatly benefitted from the change, as they could no longer be LSIed (despite being the same moves on paper). Diddy's extremely fast and versatile up aerial became a much more deadly KO move and his throws could combo for a much longer period of time, as his up aerial and vertical throws could no longer be LSIed. Diddy's down throw could reliably combo for a much longer period of timing, becoming a long lasting KO confirm into up aerial without DI (colloquially known as the "Hoo-hah") and a long lasting 50/50 into potential KOes with DI. Diddy's up throw went from a throw which could not lead into KOes or 50/50es (even on a platform) to a throw that could lead into KO confirms with up aerial on the ground at pretty low percents (which then lead into a deadly 50/50 for some time when the opponent escaped the KO confirm window), which Diddy could easily mix up the side he could hit his up air (regardless of the opponent's DI on the up throw) to throw off the opponent's DI on the up aerial, which was incredibly powerful. This also extended to Diddy's other vertical launching moves albeit to a lesser extent. Diddy Kong's up aerial was overall one of the best moves in the game in early Wii U versions being incredibly fast, versatile, powerful and having incredible synergy with the rest of his kit.


As a result, while Diddy was directly nerfed coming to 1.0.4/Wii U, he overall ended up as a more potent character as the changes to LSI greatly benefitted Diddy Kong, giving him far more effective combos and significantly greater KO potential. This resulted in Diddy becoming one of the most successful characters during early ''Smash 4''{{'}}s Wii U tournaments, which would then lead to some significant nerfs.
As a result, while Diddy was directly nerfed coming to 1.0.4/Wii U, he overall ended up as a more potent character as the changes to LSI greatly benefitted Diddy Kong, giving him far more effective combos and significantly greater KO potential. This resulted in Diddy becoming one of the most successful characters during early ''Smash 4''{{'}}s Wii U tournaments, which would then lead to some significant nerfs.
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