Diddy Kong (SSBU): Difference between revisions

→‎Changes from Super Smash Bros. 4: zero doesn't even play ult lol
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Diddy Kong did receive notable buffs, however. His [[neutral attack]] no longer has an infinite portion, which decreases its damage potential but allows it to connect much more reliably, improving its overall consistency and utility as a close range option. Some of his moves also have reduced lag that increases their combo ability, namely his [[dash attack]], [[up tilt]], [[down aerial]], and [[down throw]], the latter working better as an alternative to his up throw at lower percents. Game updates have further enhanced various aspects of Diddy's moveset: his [[up smash]], [[down smash]], and [[up aerial]] have increased KO power, his [[neutral aerial]] (previously his most situational aerial attack) is considerably more useful due to [[auto-cancel]]ing much earlier and having increased range, and [[Peanut Popgun]] deals more damage with a faster charge speed. However, these buffs do not fully compensate for the nerfs to more crucial aspects of Diddy's moveset.
Diddy Kong did receive notable buffs, however. His [[neutral attack]] no longer has an infinite portion, which decreases its damage potential but allows it to connect much more reliably, improving its overall consistency and utility as a close range option. Some of his moves also have reduced lag that increases their combo ability, namely his [[dash attack]], [[up tilt]], [[down aerial]], and [[down throw]], the latter working better as an alternative to his up throw at lower percents. Game updates have further enhanced various aspects of Diddy's moveset: his [[up smash]], [[down smash]], and [[up aerial]] have increased KO power, his [[neutral aerial]] (previously his most situational aerial attack) is considerably more useful due to [[auto-cancel]]ing much earlier and having increased range, and [[Peanut Popgun]] deals more damage with a faster charge speed. However, these buffs do not fully compensate for the nerfs to more crucial aspects of Diddy's moveset.


Overall, Diddy Kong's nerfs outweigh his buffs, making him worse than his iteration in ''Smash 4''. During ''Ultimate''{{'}}s early metagame, his overall perception has been negative, since notable ''Smash 4'' Diddy Kong players such as {{Sm|MVD}}, {{Sm|Zinoto}} and {{Sm|Nietono}} have dropped him in favor of other characters, and he has suffered from minimal tournament representation. However, recent game updates (most notably version {{SSBU|3.1.0}}) have meaningfully buffed Diddy to a more substantial degree, and {{Sm|ZeRo}} has come back to maining him again; furthermore, Diddy has started to show signs of competitive success thanks to the efforts of {{sm|Dakpo}}, who recently placed 13th at {{Trn|Low Tier City 7}}. As a result, Diddy Kong remained as a viable character, but to what extent is currently unknown, leading his true viability being a subject of debate.
Overall, Diddy Kong's nerfs outweigh his buffs, making him worse than his iteration in ''Smash 4''. During ''Ultimate''{{'}}s early metagame, his overall perception has been negative, since notable ''Smash 4'' Diddy Kong players such as {{Sm|MVD}}, {{Sm|Zinoto}} and {{Sm|Nietono}} have dropped him in favor of other characters, and he has suffered from minimal tournament representation. However, recent game updates (most notably version {{SSBU|3.1.0}}) have meaningfully buffed Diddy to a more substantial degree; furthermore, Diddy has started to show signs of competitive success thanks to the efforts of {{sm|Dakpo}}, who recently placed 13th at {{Trn|Low Tier City 7}}. As a result, Diddy Kong remained as a viable character, but to what extent is currently unknown, leading his true viability being a subject of debate.


===Aesthetics===
===Aesthetics===
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