Diddy Kong (SSBU): Difference between revisions

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(→‎Special moves: It may be because it looks shorter due to its increased ending lag)
Tag: Mobile edit
Tag: Mobile edit
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==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Having been one of the most notorious top tier fighters in early ''[[Super Smash Bros. 4]]'' and remaining a dominant top-tier character throughout the game's lifespan, Diddy Kong was noticeably nerfed in the transition to ''Ultimate''. His staple moves have all been worsened in various ways, hindering his once excellent neutral game; the most notable example is his {{b|Banana Peel|move}}, which cannot be grabbed as quickly due to him releasing it at a higher arc, and although it can now be thrown twice at opponents before disappearing, this also gives them more opportunities to use it against him. Among other examples, [[Monkey Flip]] has more ending lag and gives less distance, [[up aerial]] is harder to hit due to possessing a large blind spot in front of Diddy, and his [[up tilt]] and [[down tilt]], the latter having been previously infamous for easily setting up combos and KO setups into his [[up smash]], have shorter range that makes them harder to take advantage of. Additionally, [[Rocketbarrel Boost]] travels a drastically shorter distance when fully charged, and the charge time itself was reduced by a third, to the point that the difference in distance between the uncharged and fully charged version is now barely notable, significantly worsening his already vulnerable [[recovery]]. Further exacerbating these nerfs, the universal changes hinder Diddy  overall, as the more limited [[out of shield]] options and increased lag on [[grab]]s weaken his approach and defensive game with Banana Peel, while the faster knockback physics reduce his [[up throw]]'s combo potential, no longer having reliable combos or KO setups at high percents. Lastly, Diddy's [[weight]] has been lowered, making him even easier to KO.
Having been one of the most notorious top tier fighters in early ''[[Super Smash Bros. 4]]'' and remaining a dominant top-tier character throughout the game's lifespan, Diddy Kong was noticeably nerfed in the transition to ''Ultimate''. His staple moves have all been worsened in various ways, hindering his once excellent neutral game; the most notable example is his {{b|Banana Peel|move}}, which cannot be grabbed as quickly due to him releasing it at a higher arc, and although it can now be thrown twice at opponents before disappearing, this also gives them more opportunities to use it against him. Among other examples, [[Monkey Flip]] has more ending lag, [[up aerial]] is harder to hit due to possessing a large blind spot in front of Diddy, and his [[up tilt]] and [[down tilt]], the latter having been previously infamous for easily setting up combos and KO setups into his [[up smash]], have shorter range that makes them harder to take advantage of. Additionally, [[Rocketbarrel Boost]] travels a drastically shorter distance when fully charged, and the charge time itself was reduced by a third, to the point that the difference in distance between the uncharged and fully charged version is now barely notable, significantly worsening his already vulnerable [[recovery]]. Further exacerbating these nerfs, the universal changes hinder Diddy  overall, as the more limited [[out of shield]] options and increased lag on [[grab]]s weaken his approach and defensive game with Banana Peel, while the faster knockback physics reduce his [[up throw]]'s combo potential, no longer having reliable combos or KO setups at high percents. Lastly, Diddy's [[weight]] has been lowered, making him even easier to KO.


Diddy Kong did receive notable buffs, however. His [[neutral attack]] no longer has an infinite portion, which decreases its damage potential but allows it to connect much more reliably, improving its overall consistency and utility as a close range option. Some of his moves also have reduced lag that increases their combo ability, namely his [[dash attack]], [[up tilt]], [[down aerial]], and [[down throw]], the latter working better as an alternative to his up throw at lower percents. Game updates have further enhanced various aspects of Diddy's moveset: his [[up smash]], [[down smash]], and [[up aerial]] have increased KO power, his [[neutral aerial]] (previously his most situational aerial attack) is considerably more useful due to [[auto-cancel]]ing much earlier and having increased range, and [[Peanut Popgun]] deals more damage with a faster charge speed. However, these buffs do not fully compensate for the nerfs to more crucial aspects of Diddy's moveset.
Diddy Kong did receive notable buffs, however. His [[neutral attack]] no longer has an infinite portion, which decreases its damage potential but allows it to connect much more reliably, improving its overall consistency and utility as a close range option. Some of his moves also have reduced lag that increases their combo ability, namely his [[dash attack]], [[up tilt]], [[down aerial]], and [[down throw]], the latter working better as an alternative to his up throw at lower percents. Game updates have further enhanced various aspects of Diddy's moveset: his [[up smash]], [[down smash]], and [[up aerial]] have increased KO power, his [[neutral aerial]] (previously his most situational aerial attack) is considerably more useful due to [[auto-cancel]]ing much earlier and having increased range, and [[Peanut Popgun]] deals more damage with a faster charge speed. However, these buffs do not fully compensate for the nerfs to more crucial aspects of Diddy's moveset.