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Diddy Kong (SSB4)/Up throw: Difference between revisions

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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
[[File:DiddyKongThrowUp.gif|thumb|270px|Hitbox visualization showing Diddy Kong's up throw.]]
[[File:DiddyKongThrowUp.gif|thumb|270px|Hitbox visualization showing Diddy Kong's up throw.]]
==Overview==
{{competitive expertise}}
{{competitive expertise}}
{{technical data}}


==Hitboxes==
==Update history==
Up throw has been weakened since the initial version of the game. In earlier versions of the game, up throw was a damaging throw and it could easily combo into up aerial at lower percents which could even be an extremely effective kill confirm on platforms. When the move stopped comboing into up aerial, it became an effective 50/50 which could easily KO most characters under 100%, even without [[rage]]. Version [[1.0.6]] decreased the amount of damage up throw dealt although this made its combo potential even greater (although [[Diddy Kong (SSB4)/Up aerial|up aerial]] was also made weaker in the patch). Up throw saw another change in version [[1.0.8]], although this change was purely negative. The hitbox's damage and knockback were reduced, with the throw now dealing half of its normal damage. This was further compounded by the additional nerfs up aerial received. Up throw remains a strong combo throw although due to severe nerfs to Diddy Kong's up aerial, its 50/50 kill potential has been drastically weakened.


===Throw===
'''{{GameIcon|ssb4}} [[1.0.6]]'''
*{{change|The throw deals less damage (6% (throw)/10% (total) → 4%/8%), hindering its KO potential but improving its combo potential.}}


{|class="wikitable"
'''{{GameIcon|ssb4}} [[1.0.8]]'''
! Hitbox type !! Damage !! Angle !! Base knockback !! Knockback scaling !! Fixed knockback value !! Weight dependent
*{{nerf|The hitbox deals less damage (4% (hit)/8% (total) → 5%) without full compensation on its knockback (30 (base), 100 (scaling) → 50/120).}}
|-
|Throw||4%||75||50||120||0||No
|}


===Collateral===
==Throw and Hitbox Data==


{{SSB4HitboxTableHeader}}
===Hitbox===
{{SSB4HitboxTableRow
{{SSB4HitboxTableHeader|special=y}}
{{SSB4SpecialHitboxTableRow
|id=0
|id=0
|part=0
|part=0
|damage=1%
|damage=1%
|angle=75
|angle=75
|af=3
|bk=50
|bk=50
|ks=120
|ks=120
Line 39: Line 41:
|}
|}


===Throw===
{{SSB4ThrowTableHeader}}
{{SSB4ThrowTableRow
|id=0
|damage=4%
|af=3
|angle=87
|bk=70
|ks=72
|fkv=0
|bn=0
|noff=true
|trip=0
|type=Throwing
|effect=Normal
|slvl=S
|sfx=None
}}
{{SSB4ThrowTableRow
|id=1
|damage=3%
|af=3
|angle=361
|bk=60
|ks=100
|fkv=0
|bn=0
|noff=true
|trip=0
|type=Throwing
|effect=Normal
|slvl=S
|sfx=None
}}
|}
==Timing==
{|class="wikitable"
!Invincibility
|1-18
|-
!Hitbox
|17-18
|-
!Throw Release
|19
|-
!Interruptible
|28
|-
!Animation length
|66
|}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=16}}{{FrameStrip|t=Hitbox|c=2|e=HitboxThrowS}}{{FrameStrip|t=Lag|c=9|s=LagThrowE}}{{FrameStrip|t=Interruptible|c=39}}
|-
{{FrameStrip|t=Invincible|c=18}}{{FrameStrip|t=Vulnerable|c=48}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|throw=y|vulnerable=y|invincible=y|interruptible=y}}


{{MvSubNavDiddyKong|g=SSB4}}
{{MvSubNavDiddyKong|g=SSB4}}
[[Category:Diddy Kong (SSB4)]]
[[Category:Diddy Kong (SSB4)]]
[[Category:Up throws (SSB4)]]
[[Category:Up throws (SSB4)]]

Latest revision as of 18:33, March 17, 2023

Hitbox visualization showing Diddy Kong's up throw.

Overview[edit]

Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

Update history[edit]

Up throw has been weakened since the initial version of the game. In earlier versions of the game, up throw was a damaging throw and it could easily combo into up aerial at lower percents which could even be an extremely effective kill confirm on platforms. When the move stopped comboing into up aerial, it became an effective 50/50 which could easily KO most characters under 100%, even without rage. Version 1.0.6 decreased the amount of damage up throw dealt although this made its combo potential even greater (although up aerial was also made weaker in the patch). Up throw saw another change in version 1.0.8, although this change was purely negative. The hitbox's damage and knockback were reduced, with the throw now dealing half of its normal damage. This was further compounded by the additional nerfs up aerial received. Up throw remains a strong combo throw although due to severe nerfs to Diddy Kong's up aerial, its 50/50 kill potential has been drastically weakened.

Super Smash Bros. 4 1.0.6

  • Change The throw deals less damage (6% (throw)/10% (total) → 4%/8%), hindering its KO potential but improving its combo potential.

Super Smash Bros. 4 1.0.8

  • Nerf The hitbox deals less damage (4% (hit)/8% (total) → 5%) without full compensation on its knockback (30 (base), 100 (scaling) → 50/120).

Throw and Hitbox Data[edit]

Hitbox[edit]

ID Part Rehit rate Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct Hit bits Blockable Reflectable Absorbable Piercing Heedless No GFX Flinchless Stretch
0 0 0 1% 0 AngleIcon75.png Forwards 50 120 0 6.0 0 0.0 23.0 0.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(Rebound).png TypeIcon(Foot).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png 63 HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Throw[edit]

ID Damage Angle BK KS FKV Bone FFx Type Effect Sound
0 4% AngleIcon87.png Forwards 70 72 0 0 None TypeIcon(Throwing).png EffectIcon(Normal).png S None
1 3% Sakurai angle Forwards 60 100 0 0 None TypeIcon(Throwing).png EffectIcon(Normal).png S None

Timing[edit]

Invincibility 1-18
Hitbox 17-18
Throw Release 19
Interruptible 28
Animation length 66
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(HitboxThrowS).png FrameIcon(LagThrowE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(Vulnerable).png
Vulnerable
FrameIcon(Invincible).png
Invincible
FrameIcon(BlankThrowS).pngFrameIcon(BlankThrowE).png
Throw point
FrameIcon(Interruptible).png
Interruptible