Diddy Kong (SSB4): Difference between revisions

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However, update 1.0.4 removed the ability to [[LSI]] moves which launched between 65°-115° which turned out to be greatly beneficial to Diddy (further helped by the lower vertical blastzones in the Wii U version). Diddy had numerous vertical launching combo starters and KO moves which greatly benefitted from the change, as they could no longer be LSIed (despite being the same moves on paper). Diddy's extremely fast and versatile up aerial became a much more deadly KO move and his throws could combo for a much longer period of time, as his up aerial and vertical throws could no longer be LSIed. Diddy's down throw could reliably combo for a much longer period of timing, becoming a long lasting KO confirm into up aerial without DI (colloquially known as the "Hoo-hah") and a long lasting 50/50 into potential KOes with DI. Diddy's up throw went from a throw which could not lead into KOes or 50/50es (even on a platform) to a throw that could lead into KO confirms with up aerial on the ground at pretty low percents (which then lead into a deadly 50/50 for some time when the opponent escaped the KO confirm window), which Diddy could easily mix up the side he could hit his up air (regardless of the opponent's DI on the up throw) to throw off the opponent's DI on the up aerial, which was incredibly powerful. This also extended to Diddy's other vertical launching moves albeit to a lesser extent. Diddy Kong's up aerial was overall one of the best moves in the game in early Wii U versions being incredibly fast, versatile, powerful and having incredible synergy with the rest of his kit.
However, update 1.0.4 removed the ability to [[LSI]] moves which launched between 65°-115° which turned out to be greatly beneficial to Diddy (further helped by the lower vertical blastzones in the Wii U version). Diddy had numerous vertical launching combo starters and KO moves which greatly benefitted from the change, as they could no longer be LSIed (despite being the same moves on paper). Diddy's extremely fast and versatile up aerial became a much more deadly KO move and his throws could combo for a much longer period of time, as his up aerial and vertical throws could no longer be LSIed. Diddy's down throw could reliably combo for a much longer period of timing, becoming a long lasting KO confirm into up aerial without DI (colloquially known as the "Hoo-hah") and a long lasting 50/50 into potential KOes with DI. Diddy's up throw went from a throw which could not lead into KOes or 50/50es (even on a platform) to a throw that could lead into KO confirms with up aerial on the ground at pretty low percents (which then lead into a deadly 50/50 for some time when the opponent escaped the KO confirm window), which Diddy could easily mix up the side he could hit his up air (regardless of the opponent's DI on the up throw) to throw off the opponent's DI on the up aerial, which was incredibly powerful. This also extended to Diddy's other vertical launching moves albeit to a lesser extent. Diddy Kong's up aerial was overall one of the best moves in the game in early Wii U versions being incredibly fast, versatile, powerful and having incredible synergy with the rest of his kit.


As a result, while Diddy was directly nerfed coming to 1.0.4/Wii U, he overall ended up as a more potent character as the changes to LSI greatly benefitted Diddy Kong, giving him far more effective combos and significantly greater KO potential. This resulted in Diddy becoming one of the most successful characters during early ''Smash 4''{{'}}s Wii U tournaments, which would then lead to some significant nerfs.
As a result, while Diddy was directly nerfed coming to 1.0.4/Wii U, he overall ended up as a more potent character as the changes to LSI greatly benefitted Diddy Kong, giving him far more effective combos and significantly greater KO potential. This resulted in Diddy becoming one of the most successful characters during early ''Smash 4''{{'}}s Wii U tournaments and likely as a result, Diddy would later receive some significant nerfs.


Update [[1.0.6]] reduced the KO power of a handful of Diddy's moves with the most notable of which being up aerial. Up aerial was previously incredibly powerful, especially since up aerial was an incredibly fast and versatile move which could be used as a powerful combo ender for KOes. The move received a significant damage and knockback decrease which made it a significantly less devastating KO move. Diddy up and down throws were also adjusted which had poor synergy with Diddy's weakened up aerial. Up throw was made weaker which did make it a better combo tool at higher percents but when combined with up aerial's reduced power, this notably meant that up throw up aerial did not lead into KOes until significantly higher percents. Down throw received more knockback which made down throw up aerial (which was previously only a true KO confirm with DI) a significantly more restrictive confirm than it previously was. While these changes were impactful overall, making Diddy a less ridiculous character, Diddy still remained a highly potent character despite them, with the nerfs failing to significantly bring Diddy down compared to the rest of the cast.
Update [[1.0.6]] reduced the KO power of a handful of Diddy's moves with the most notable of which being up aerial. Up aerial was previously incredibly powerful, especially since up aerial was an incredibly fast and versatile move which could be used as a powerful combo ender for KOes. The move received a significant damage and knockback decrease which made it a significantly less devastating KO move. Diddy's up and down throws were also adjusted which had poor synergy with Diddy's weakened up aerial. Up throw was made weaker which did make it a better combo tool at higher percents but when combined with up aerial's reduced power, this notably meant that up throw up aerial did not lead into KOes until significantly higher percents. Down throw received more knockback which made down throw up aerial (which was previously only a true KO confirm with DI) a significantly more restrictive confirm than it previously was. While these changes were impactful overall, making Diddy a less ridiculous character, Diddy still remained a highly potent character despite them, with the nerfs failing to significantly bring Diddy down compared to the rest of the cast.


Update [[1.0.8]] brought along more changes to Diddy, including some impactful nerfs. Diddy Kong's up aerial was made slower in numerous ways which considerably hindered its utility. Its hitbox came out one frame later, significantly reducing the move's downwards range (which had numerous affects), it gained more ending lag and its auto-cancel window became far less lenient, resulting in up aerial becoming harder to land and losing a whole bunch of applications in previously had. In addition to this, its knockback was significantly reduced again, resulting in the move becoming a significantly weaker KO move. Diddy throws were also negatively adjusted again. Up throw received a damage decrease with no significant knockback change which made Diddy's up throw combos less damaging and when combined with up aerial becoming weaker, this notably removed up throw up aerial as a KO platform on flat ground. Down throw saw a significant increase to its knockback which completely removed any remote ability it had to land into up aerial for potential KOes. These changes overall were even more impactful than the nerfs Diddy received in 1.0.6 and they did slightly bring Diddy down compared to the rest of the cast.
Update [[1.0.8]] brought along more changes to Diddy, including some impactful nerfs. Diddy Kong's up aerial was made slower in numerous ways which considerably hindered its utility. Its hitbox came out one frame later, significantly reducing the move's downwards range (which had numerous affects), it gained more ending lag and its auto-cancel window became far less lenient, resulting in up aerial becoming harder to land and removing a whole bunch of applications it previously had. In addition to this, its knockback was significantly reduced again, resulting in the move becoming a significantly weaker KO move. Diddy's throws were also negatively adjusted again. Up throw received a damage decrease with no significant knockback change which made Diddy's up throw combos less damaging and when combined with up aerial becoming weaker, this notably removed up throw up aerial as a KO platform on flat ground. Down throw saw a significant increase to its knockback which completely removed any remaining ability it had to lead into up aerial for potential KOes. These changes overall were even more impactful than the nerfs Diddy received in 1.0.6 and they did slightly bring Diddy down compared to the rest of the cast.


After 1.0.8, Diddy saw a couple of minor adjustments and while some of these changes were beneficial, Diddy still remained an overall far cry to how he was in early Wii U versions. Amusingly, in patch [[1.1.1]], Diddy Kong had a glitch that had rendered him [https://www.youtube.com/watch?v=hQlcYmSAb2w invulnerable to grabs of any kind] (although he could not shield in this state) until he performed any kind of dodging maneuver. This was later fixed in patch 1.1.2, nine days after 1.1.1's worldwide release.
After 1.0.8, Diddy saw a couple of minor adjustments and while some of these changes were beneficial, Diddy still remained an overall far cry to how he was in early Wii U versions. Amusingly, in patch [[1.1.1]], Diddy Kong had a glitch that had rendered him [https://www.youtube.com/watch?v=hQlcYmSAb2w invulnerable to grabs of any kind] (although he could not shield in this state) until he performed any kind of dodging maneuver. This was later fixed in patch 1.1.2, nine days after 1.1.1's worldwide release.


Overall, Diddy Kong has been significantly nerfed since his initial release. While Diddy Kong did become more potent coming from 3DS to Wii U, due to him significantly benefitting from the game's universal changes, Diddy has since been significantly nerfed, receiving numerous reductions to his KO power as well as having weakened combo tools and worse frame data. Up aerial in particular had been a rather drastically nerfed move, going from one of the best moves in the game, to simply a good but balanced move, with the move becoming slower and losing a massive chunk of its KO power, which was only further exacerbated by Diddy's altered combo throws. Despite this, Diddy Kong still remained one of the most potent characters in the game. Diddy's powerful neutral and defensive game were near untouched, with Diddy's excellent mobility and projectiles remaining completely in tact. The nerfs mainly weakened Diddy Kong's punish game but Diddy still retained his strong mobility and moveset, allowing him to still easily win neutral and get his punish game going.  
Overall, Diddy Kong has been significantly nerfed since his initial release. While Diddy Kong did become more potent coming from 3DS to Wii U, due to him significantly benefitting from the game's universal changes, Diddy has since been significantly nerfed, receiving numerous reductions to his damage/KO power as well as having weakened combo tools and worse frame data. Up aerial in particular had been a rather drastically nerfed move, going from one of the best moves in the game, to simply a good but balanced move, with the move becoming slower and losing a massive chunk of its KO power, which was only further exacerbated by Diddy's altered combo throws. Despite this, Diddy Kong still remained one of the most potent characters in the game. Diddy's powerful neutral and defensive game were near untouched, with Diddy's excellent mobility and projectiles remaining completely in tact. The nerfs mainly weakened Diddy Kong's punish game but Diddy still retained his strong mobility and moveset, allowing him to still easily win neutral and get his punish game going.  


While Diddy's tier placement in the vanilla version of the game is hard to determine due to its unoptimized nature, Diddy was a clear top 2 character in early Wii U versions, where Diddy was at his peak in terms of strength. After numerous patches which brought significant nerfs to Diddy as well as adding new top/high tiers through [[DLC]] and buffs, Diddy was still considered to be around top 5 by the end of the game's mainstream competitive life and he continued to receive very strong tournament results throughout the game's life, showing that despite his significant nerfs, Diddy still remained one of the most potent characters in the game.
While Diddy's tier placement in the vanilla version of the game is hard to determine due to its unoptimized nature, Diddy was a clear top 2 character in early Wii U versions, where Diddy was at his peak in terms of strength. After numerous patches which brought significant nerfs to Diddy as well as adding new top/high tiers through [[DLC]] and buffs, Diddy was still considered to be around top 5 by the end of the game's mainstream competitive life and he continued to receive very strong tournament results throughout the game's life, showing that despite his significant nerfs, Diddy still remained one of the most potent characters in the game.
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