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SuperSqank (talk | contribs) |
SuperSqank (talk | contribs) |
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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=== |
edits