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

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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
[[File:Diddy_Kong_Upsmash_SSB4.gif|thumb|Diddy Kong upsmash visualization. 10 FPS]]


==Overview==
==Overview==
{{competitive expertise}}
{{competitive expertise}}
Diddy Kong hops briefly and performs a stationary cartwheel while punching three times upward. In terms of [[damage]], it is rather weak, in terms of [[knockback]] however, it is average, killing at approximately 120% on mid weight characters. It has one of the fastest startup times for a move of its' type, with the first [[hitbox]] coming out on frame 5. It also has rather good upwards and sideways range. It is a true follow up after hitting the opponent with a [[down tilt]] at high percent ranges, provided that Diddy Kong starts a dash beforehand, which is an easy [[kill confirm]]. This gives it a large amount of safety and consistency that circumvents its poor knockback.
Diddy Kong hops briefly and performs a stationary cartwheel while attacking three times upward. In terms of [[damage]], it is rather weak, in terms of [[knockback]] however, it is average, killing at approximately 120% on mid weight characters. It has one of the fastest startup times for a move of its' type, with the first [[hitbox]] coming out on frame 5. It also has rather good upwards and sideways range. It is a true follow up after hitting the opponent with a [[down tilt]] at high percent ranges, provided that Diddy Kong starts a dash beforehand, which is an easy [[kill confirm]]. This gives it a large amount of safety and consistency that circumvents its poor knockback.
==Hitboxes==
==Hitboxes==



Revision as of 17:20, July 5, 2017

File:Diddy Kong Upsmash SSB4.gif
Diddy Kong upsmash visualization. 10 FPS

Overview

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Diddy Kong hops briefly and performs a stationary cartwheel while attacking three times upward. In terms of damage, it is rather weak, in terms of knockback however, it is average, killing at approximately 120% on mid weight characters. It has one of the fastest startup times for a move of its' type, with the first hitbox coming out on frame 5. It also has rather good upwards and sideways range. It is a true follow up after hitting the opponent with a down tilt at high percent ranges, provided that Diddy Kong starts a dash beforehand, which is an easy kill confirm. This gives it a large amount of safety and consistency that circumvents its poor knockback.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Hit 1
0 0 2.5% 0 AngleIcon95.png 0 100 85 3.7 15 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png
1 0 2.5% 0 AngleIcon110.png 0 100 106 5.0 16 5.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png
2 0 2.5% 0 AngleIcon95.png 0 100 50 5.0 16 5.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png
3 0 2.5% 0 AngleIcon95.png 0 100 60 3.7 16 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png
Hit 2
0 0 2.5% 0 AngleIcon125.png 0 100 48 5.0 9 5.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Foot).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png
1 0 2.5% 0 AngleIcon105.png 0 100 45 3.7 9 1.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Foot).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png
2 0 2.5% 0 AngleIcon95.png 0 100 45 3.7 8 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Foot).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png
Hit 3
0 0 6% 0 AngleIcon85.png 50 129 0 6.5 16 4.0 0.6 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png
1 0 6% 0 AngleIcon85.png 50 129 0 4.5 15 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Hand).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png

Timing

Charges between 1-2
First hitboxes 5-8
Second hitboxes 12-15
Third hitboxes 19-23
Interruptible (FAF) 54
Animation length 60
FrameIcon(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(LagChargeS).pngFrameIcon(LagChargeE).png
Charge interval
FrameIcon(Hitbox).png
Hitbox
FrameIcon(Interruptible).png
Interruptible