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Diddy Kong (SSB4)/Forward tilt

Diddy Kong forward tilt hitbox visualization
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DiddyKongFTiltUp.gif
DiddyKongFTilt.gif
DiddyKongFTiltDown.gif
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Hitboxes

This move can be angled up, forward, or down, but all three have the same properties.

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Clean hit (frame 10)
0 0 10% 0   10 100 0 2.7 23 1.0 0.0 0.0 1.0x 1.0x 0%               Punch  
1 0 10% 0   10 100 0 2.7 17 1.0 0.0 0.0 1.0x 1.0x 0%               Punch  
2 0 10% 0   10 100 0 4.0 0 0.0 6.0 7.5 1.0x 1.0x 0%               Punch  
3 0 10% 0   10 100 0 3.0 0 0.0 6.0 1.5 1.0x 1.0x 0%               Punch  

The late hit (active on frames 11-13) deletes hitbox ID values 2 and 3, while hitbox ID values 0 and 1 have their base damage decreased to 7%.

Timing

Clean hit 10
Late hit 11-13
Interruptible 37
Animation length 54
                                                                                                           
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Interruptible