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

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m (Seems like everything's there to me)
(The full history behind this move really needed to be told. Now we only need a gif...)
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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
==Overview==
==Overview==
Diddy Kong performs an overhead kick. A formerly notorious aerial, as well as the crux of Diddy Kong's aerial prowess, it used to be very good for comboing, [[juggling]] and KOing. Ever since patch [[1.0.8]], its damage, power and speed have been lowered, to the point where it can no longer KO until 155%.
Diddy Kong performs an overhead kick. Its extremely quick startup, wide coverage above Diddy Kong and decently wide [[autocancel]] window make it a relatively low risk move in air-to-air combat. Its high base knockback and vertical launch angle also make it excellent for juggling and as a followup from Diddy Kong's [[Diddy Kong (SSB4)/Up throw|up throw]] and [[Diddy Kong (SSB4)/Down throw|down throw]], even at high percentages; the move can combo into itself, though this largely depends on the opponent's character and [[DI]]. Moreover, it benefits immensely from [[rage]] thanks to its high base knockback, allowing it to KO at percentages as low as 80% when used near the upper [[blast line]]. The move does have its disadvantages, though: its below average knockback scaling makes it KO considerably later if used near the ground, usually failing to KO under 180%, and it also has high landing lag, deals low damage and consequently low [[shieldstun]], meaning that it is ill-advised to use against grounded opponents. Even with such considerable drawbacks, however, this remains one of Diddy Kong's most used moves overall.


In spite of its harsh nerfs, it still sees plenty of usage. Its extremely quick startup and decently wide [[autocancel]] window make it a low-risk move in air-to-air combat. Its high base knockback and vertical launch angle also make it excellent at comboing, as it is not uncommon for the move to chain into itself. Finally, it benefits immensely from [[rage]], since it can KO at percentages as low as 80% when used near the upper [[blast line]]. It does have its disadvantages, though. Its very low knockback scaling makes it KO considerably later if used near the ground. It also has high landing lag and low [[shieldstun]], meaning that it is ill-advised to use against grounded opponents. Overall, this remains one of Diddy Kong's most useful moves, even with such considerable drawbacks.
==Update history==
During the initial version of the game, Diddy Kong's up aerial was significantly more lethal in various aspects. It had faster startup (tied with Luma for the fastest up aerial in the game) with one more frame of hitbox duration, less ending lag and a much earlier autocancel window that gave it significantly better and easier combo ability, especially into itself. In addition, it dealt more damage with disproportionately high knockback for its speed, KOing opponents on the ground under 150% and in the air under 110% simply without [[rage]], and under 115% and 80% respectively with maximum rage. Furthermore, the move's additional active frame at the start granted it more horizontal range, enabling Diddy Kong to hit opponents directly in front of him more easily, even grounded ones. Altogether, these advantages outweighed the move's drawbacks by an exorbitant margin, enabling it to combo, juggle, interrupt opposing combos and KO with incredible efficiency, all while its use carried low risk, and most infamously, it could be used in a simple yet deadly followup out of Diddy Kong's down throw known as the "Hoo-hah" to KO with even less risk involved. As a result, Diddy Kong's up aerial was the main reason of his extreme dominance at early {{forwiiu}} tournaments, and due to the move yielding such high reward for its low risk of use, it was widely deemed [[broken]].


==Update history==
Following these occurrences, patch 1.0.6 lowered the move's damage, drastically weakening its KO ability, though its combo ability and extraordinary speed remained untouched, with the former being extended instead as a result of the lower knockback. However, patch 1.0.8 heavily nerfed the move as a whole: it removed the hitboxes on frame 3, giving it one frame more startup and less duration in addition to noticeably shortening its horizontal range, further reduced its power by directly lowering the knockback values, increased its ending lag, and significantly shortened its autocancel window. These changes made it harder to combo with and less effective for breaking out of opponents' combos, while also removing its KO ability almost entirely anywhere but near the upper blast line. In conclusion, while still working as a fast aerial with decent coverage and juggling ability, Diddy Kong's up aerial is significantly worse than in the base game, and also one of the most nerfed single moves in updates.
*{{Nerf|Slower startup (frame 3 frame 4).}}
 
*{{Nerf|Less [[interruptibility]] (frame 36 → frame 39).}}
'''{{GameIcon|ssb4}} [[1.0.6]]'''
*{{Nerf|Reduced autocancelling capabilities (frames 1-2 and 15 onwards frame 27 onwards).}}
*{{nerf|Damage: 8% 6%.}}
*{{Nerf|Less damage (8% 6%).}}
 
*{{Change|Lower base knockback (65 → 64).}}
'''{{GameIcon|ssb4}} [[1.0.8]]'''
*{{Nerf|Lower knockback scaling (99 89).}}
*{{nerf|Hitbox duration: frames 3-7 4-7.}}
*{{nerf|Interruptibility: frame 36 39.}}
*{{nerf|Knockback: 65 base/99 scaling → 64 base/89 scaling.}}
*{{nerf|Autocancel: frames 1-2, 15 onward frame 27 onward.}}


==Hitboxes==
==Hitboxes==
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|id=0
|id=0
|damage=6%
|damage=6%
|sd=0
|angle=76
|angle=76
|bk=64
|bk=64
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|bn=5
|bn=5
|xpos=5.0
|xpos=5.0
|ypos=0.0
|zpos=0.0
|trip=0
|type=Foot
|type=Foot
|effect=Normal
|effect=Normal
|ff=1.0
|clang=t
|clang=t
|slvl=L
|slvl=L
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|id=1
|id=1
|damage=6%
|damage=6%
|sd=0
|angle=76
|angle=76
|bk=64
|bk=64
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|r=4.5
|r=4.5
|bn=5
|bn=5
|xpos=0.0
|ypos=0.0
|zpos=0.0
|trip=0
|type=Foot
|type=Foot
|effect=Normal
|effect=Normal
|ff=1.0
|clang=t
|clang=t
|slvl=L
|slvl=L
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!Interruptible
!Interruptible
|39
|39
|-
!Animation length
|?
|}
|}



Revision as of 19:44, April 14, 2017

Overview

Diddy Kong performs an overhead kick. Its extremely quick startup, wide coverage above Diddy Kong and decently wide autocancel window make it a relatively low risk move in air-to-air combat. Its high base knockback and vertical launch angle also make it excellent for juggling and as a followup from Diddy Kong's up throw and down throw, even at high percentages; the move can combo into itself, though this largely depends on the opponent's character and DI. Moreover, it benefits immensely from rage thanks to its high base knockback, allowing it to KO at percentages as low as 80% when used near the upper blast line. The move does have its disadvantages, though: its below average knockback scaling makes it KO considerably later if used near the ground, usually failing to KO under 180%, and it also has high landing lag, deals low damage and consequently low shieldstun, meaning that it is ill-advised to use against grounded opponents. Even with such considerable drawbacks, however, this remains one of Diddy Kong's most used moves overall.

Update history

During the initial version of the game, Diddy Kong's up aerial was significantly more lethal in various aspects. It had faster startup (tied with Luma for the fastest up aerial in the game) with one more frame of hitbox duration, less ending lag and a much earlier autocancel window that gave it significantly better and easier combo ability, especially into itself. In addition, it dealt more damage with disproportionately high knockback for its speed, KOing opponents on the ground under 150% and in the air under 110% simply without rage, and under 115% and 80% respectively with maximum rage. Furthermore, the move's additional active frame at the start granted it more horizontal range, enabling Diddy Kong to hit opponents directly in front of him more easily, even grounded ones. Altogether, these advantages outweighed the move's drawbacks by an exorbitant margin, enabling it to combo, juggle, interrupt opposing combos and KO with incredible efficiency, all while its use carried low risk, and most infamously, it could be used in a simple yet deadly followup out of Diddy Kong's down throw known as the "Hoo-hah" to KO with even less risk involved. As a result, Diddy Kong's up aerial was the main reason of his extreme dominance at early Super Smash Bros. for Wii U tournaments, and due to the move yielding such high reward for its low risk of use, it was widely deemed broken.

Following these occurrences, patch 1.0.6 lowered the move's damage, drastically weakening its KO ability, though its combo ability and extraordinary speed remained untouched, with the former being extended instead as a result of the lower knockback. However, patch 1.0.8 heavily nerfed the move as a whole: it removed the hitboxes on frame 3, giving it one frame more startup and less duration in addition to noticeably shortening its horizontal range, further reduced its power by directly lowering the knockback values, increased its ending lag, and significantly shortened its autocancel window. These changes made it harder to combo with and less effective for breaking out of opponents' combos, while also removing its KO ability almost entirely anywhere but near the upper blast line. In conclusion, while still working as a fast aerial with decent coverage and juggling ability, Diddy Kong's up aerial is significantly worse than in the base game, and also one of the most nerfed single moves in updates.

Super Smash Bros. 4 1.0.6

  • Nerf Damage: 8% → 6%.

Super Smash Bros. 4 1.0.8

  • Nerf Hitbox duration: frames 3-7 → 4-7.
  • Nerf Interruptibility: frame 36 → 39.
  • Nerf Knockback: 65 base/99 scaling → 64 base/89 scaling.
  • Nerf Autocancel: frames 1-2, 15 onward → frame 27 onward.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 6% 0 AngleIcon76.png 64 89 0 5.0 5 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 L Kick SpecialsDirect.png
1 0 6% 0 AngleIcon76.png 64 89 0 4.5 5 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 L Kick SpecialsDirect.png

Timing

Attack

Hitboxes 4-7
Autocancel 27
Interruptible 39
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(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(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png

Landing lag

Animation length 21
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
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(Autocancel).png
Autocancel
FrameIcon(Interruptible).png
Interruptible