Diddy Kong (SSB4): Difference between revisions

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**{{buff|Down throw now sends opponents vertically (130° → 106°). When combined with its lower ending lag and the changes to hitstun canceling/DI, this significantly improves its combo potential.}}
**{{buff|Down throw now sends opponents vertically (130° → 106°). When combined with its lower ending lag and the changes to hitstun canceling/DI, this significantly improves its combo potential.}}
**{{nerf|Down throw deals less damage (9% → 7%) and it has increased knockback scaling (40 → 59). This gives the throw more knockback overall, hindering its followup potential at higher percents while still being too weak to KO at realistic percents.}}
**{{nerf|Down throw deals less damage (9% → 7%) and it has increased knockback scaling (40 → 59). This gives the throw more knockback overall, hindering its followup potential at higher percents while still being too weak to KO at realistic percents.}}
*[[Floor attack]]s:
**{{buff|Floor attacks have less startup lag (frame 16 → 15).}}
***{{buff|The second hits also have less startup lag (frame 26 (front)/25 (back) → 21/22).}}
**{{buff|Floor attacks have less ending lag (FAF 50 → 46).}}
**{{buff|Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, without full compensation on their knockback scaling (50 → 48).}}
**{{change|Floor attacks now start from in front of Diddy Kong rather than from behind.}}
**{{nerf|Floor attacks launch opponents at a higher angle (361° → 48°).}}
**{{nerf|Floor attacks have less intangibility (frames 1-26 (front)/1-25 (back) → 1-23).}}
**{{nerf|Floor attacks now use one extended static hitbox rather than multiple normal hitboxes attached to Diddy Kong' body, which covers noticeably less range.}}
*Front floor attack:
**{{change|Front floor attack has a new animation where Diddy Kong performs a double sided kick, rather than a pair of slaps.}}
*[[Edge attack]]:
**{{buff|Edge attack has less startup lag (frame 28 → 23) and a shorter total duration (FAF 56 → 55).}}
***{{nerf|However, its total duration was not fully compensated, increasing its ending lag.}}
**{{buff|As with other edge attacks, edge attack no longer has set knockback (110 (set), 100 (scaling) → 90 (base)/20).}}
**{{change|Edge attack now deals consistent damage (8%/6% → 7%).}}
**{{nerf|Edge attack now uses one extended static hitbox rather than multiple normal hitboxes, which gives the move less vertical range.}}
**{{nerf|Edge attack has less intangibility (frames 1-26 → 1-20).}}
**{{nerf|As with other edge attacks, edge attack now always launches opponents in the direction Diddy Kong is facing, removing its ability to set up edgeguards.}}
*[[Trip attack]]:
**{{buff|Trip attack deals more shield damage (1 → 8) per hit.}}
**{{change|Trip attack now has transcendent priority.}}
**{{nerf|Trip attack has less intangibility (frames 1-8 → 1-7).}}
**{{nerf|Trip attack now uses one extended hitbox rather than multiple normal hitboxes, which decreases the move's range inside of Diddy Kong.}}


===Special moves===
===Special moves===
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