Diddy Kong (SSBU): Difference between revisions

→‎Moveset: added kill percent for various kill moves (on mario, no di) and some other minor adjustments
m (Undid edit by 71.179.233.123: )
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(→‎Moveset: added kill percent for various kill moves (on mario, no di) and some other minor adjustments)
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|utiltname= 
|utiltname= 
|utiltdmg=6%
|utiltdmg=6%
|utiltdesc=Diddy Kong swats in the air above him with a slap in a similar fashion to an uppercut. Hits quite quickly and can combo into most of Diddy Kong's aerial attacks at low to mid percent ranges.
|utiltdesc=Diddy Kong swats in the air above him with a slap in a similar fashion to an uppercut. Hits quite quickly and can combo into most of Diddy Kong's aerial attacks at low to mid percent ranges. It can also kill at around 160%.
|dtiltname=Hand Clap
|dtiltname=Hand Clap
|dtiltdmg=5.5%
|dtiltdmg=5.5%
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|dsmashname= 
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSBU|12}} (hit 1), {{ChargedSmashDmgSSBU|15}} (hit 2)
|dsmashdmg={{ChargedSmashDmgSSBU|12}} (hit 1), {{ChargedSmashDmgSSBU|15}} (hit 2)
|dsmashdesc=Diddy Kong performs a [https://en.wikipedia.org/wiki/Flare_(acrobatic_move) flare], kicking in front and then behind himself. A fast smash attack with respectable power, KOing opponents at around 110% at the ledge. The back hit is stronger than the front hit.
|dsmashdesc=Diddy Kong performs a [https://en.wikipedia.org/wiki/Flare_(acrobatic_move) flare], kicking in front and then behind himself. A fast smash attack with respectable power, KOing opponents at around 110% at the ledge. The back hit is stronger than the front hit KOing around 10% sooner.
|nairname= 
|nairname= 
|nairdmg={{ShortHopDmgSSBU|6}}
|nairdmg={{ShortHopDmgSSBU|6}}
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|fairname=Screw Kick
|fairname=Screw Kick
|fairdmg={{ShortHopDmgSSBU|10}} (clean), {{ShortHopDmgSSBU|8}} (late)
|fairdmg={{ShortHopDmgSSBU|10}} (clean), {{ShortHopDmgSSBU|8}} (late)
|fairdesc=Diddy Kong does a dropkick while spinning. A moderately powerful aerial, KOing at around 120% at the ledge. However, it has a bit of ending lag, making it unable to combo into itself unless landing with it. Autocancels within a short hop.
|fairdesc=Diddy Kong does a dropkick while spinning. A moderately powerful aerial, KOing at around 145% at the edge of . However, it has a bit of ending lag, making it unable to combo into itself unless landing with it. Autocancels within a short hop fast fall.
|bairname= 
|bairname= 
|bairdmg={{ShortHopDmgSSBU|9}}
|bairdmg={{ShortHopDmgSSBU|9}}
|bairdesc=Diddy Kong does a reverse spin kick behind himself. Has fast start-up and ending lag, allowing it to be used twice in one short hop and combo into itself at low to mid percents. It also has decent KO power, although it is somewhat weak compared to other moves of its type.  
|bairdesc=Diddy Kong does a reverse spin kick behind himself. Has fast start-up and ending lag, allowing it to be used twice in one short hop and combo into itself at low to mid percents. It also has decent KO power killing at around 130% at the edge of , although it is somewhat weak compared to other moves of its type.  
|uairname= 
|uairname= 
|uairdmg={{ShortHopDmgSSBU|7}}
|uairdmg={{ShortHopDmgSSBU|7}}
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|fthrowname=
|fthrowname=
|fthrowdmg=9%
|fthrowdmg=9%
|fthrowdesc=Diddy Kong tosses his opponent forwards. The throw is based on Diddy Kong's barrel toss animation from ''Donkey Kong Country''. Diddy Kong's second strongest throw, KOing middleweights around 156% at the edge of [[Final Destination]]. It also has low ending lag, which allows it to combo into dash attack and forward aerial at very low percentages.
|fthrowdesc=Diddy Kong tosses his opponent forwards. The throw is based on Diddy Kong's barrel toss animation from ''Donkey Kong Country''. Diddy Kong's second strongest throw, KOing middleweights around 156% at the edge of [[Final Destination]]. It also has low ending lag, which allows it to combo into dash attack, forward- and back aerial at very low percentages.
|bthrowname=
|bthrowname=
|bthrowdmg=12%
|bthrowdmg=12%
|bthrowdesc=Diddy Kong tosses his opponent backward. Diddy Kong's strongest and most damaging throw, KOing middleweights around 130%.
|bthrowdesc=Diddy Kong tosses his opponent backward. Diddy Kong's strongest and most damaging throw, KOing middleweights around 140% at the edge of [[Final Destination]] .
|uthrowname=
|uthrowname=
|uthrowdmg=1% (hit), 4% (throw)
|uthrowdmg=1% (hit), 4% (throw)
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|dthrowname=
|dthrowname=
|dthrowdmg=7%
|dthrowdmg=7%
|dthrowdesc=Diddy Kong throws the opponent onto the ground and hops over them. This is among his best combo starters, as it has extremely low ending lag and low knockback. It can set up into back aerial and up aerial very reliably depending on the opponent's DI, and can continue this string, especially on platforms.
|dthrowdesc=Diddy Kong throws the opponent onto the ground and hops over them. This is among his best combo starters, as it has extremely low ending lag and low knockback. It can set up into back aerial and up aerial very reliably depending on the opponent's DI, and can continue this string, especially on platforms. It can be used as a kill confirm into back air at the edge at around 110%. This however can be escaped by DI'ing away which can get you killed by a back throw.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
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