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Diddy Kong (SSBU)/Up smash

< Diddy Kong (SSBU)
Revision as of 17:25, July 10, 2020 by Raul Retana (talk | contribs) (Added update history)
Hitbox visualization showing Diddy Kong's up smash.
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Overview

Update History

  3.1.0

  •   Up smash's hits connect more reliably.
  •   Up smash's final hit deals more knockback (50 base/129 scaling → 55/131).

Hitboxes

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Hit 1 (early)
0 0 0 2.5% 0   Standard 0 100 110   5.0 arml 5.0 0.0 0.0 1.0× 1.0× 0%               Punch   All All            
1 0 0 2.5% 0   Standard 0 100 30   5.0 arml 5.0 0.0 0.0 1.0× 1.0× 0%               Punch   All All            
2 0 0 2.5% 0   Standard 0 100 50   3.9 shoulderl 0.5 0.0 0.0 1.0× 1.0× 0%               Punch   All All            
Hit 1 (late)
0 0 0 2.5% 0   Standard 0 100 25   5.0 arml 5.0 0.0 0.0 1.0× 1.0× 0%               Punch   All All            
1 0 0 2.5% 0   Standard 0 100 15   5.0 arml 5.0 0.0 0.0 1.0× 1.0× 0%               Punch   All All            
2 0 0 2.5% 0   Standard 0 100 50   3.9 shoulderl 0.5 0.0 0.0 1.0× 1.0× 0%               Punch   All All            
Hit 2 (early)
0 0 0 2.5% 0   Standard 0 100 65   3.9 legr 0.0 0.0 0.0 1.0× 1.0× 0%               Punch   All All            
1 0 0 2.5% 0   Standard 0 100 45   5.0 kneer 5.0 0.0 0.0 1.0× 1.0× 0%               Punch   All All            
Hit 2 (late)
0 0 0 2.5% 0   Standard 0 100 65   3.9 legr 0.0 0.0 0.0 1.0× 1.0× 0%               Punch   All All            
1 0 0 2.5% 0   Standard 0 100 80   5.0 kneer 5.0 0.0 0.0 1.0× 1.0× 0%               Punch   All All            
Hit 3
0 0 0 6.0% 0   Standard 55 131 0   6.5 arml 4.0 0.6 0.0 1.0× 1.0× 0%               Punch   All All            
1 0 0 6.0% 0   Standard 55 131 0   4.5 shoulderl 0.0 0.0 0.0 1.0× 1.0× 0%               Punch   All All            
All hitboxes on hits 1 and 2 use weight-independent knockback.

Timing

Charges between 1-2
Hit 1 (early, late) 5, 6-8
Hit 2 (early, late) 12-14, 15
Hit 3 19-23
Interruptible 54
Animation length 68
                                                                                                                                       
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
  
Hitbox change
 
Interruptible