Diddy Kong (SSB4) - Smash. Wiki, the Super Smash Bros. For the character in other contexts, see Diddy Kong. Diddy Kong (. He was confirmed on February 2. Donkey Kong Country: Tropical Freeze. Diddy Kong's strengths lie in his profound comboing ability, with attacks flowing very well together as a result of their surprisingly long reach for a character of his size, quick frame data, and low knockback. He also has a fair share of strong finishers, such as his smash attacks, which he can combo into.
Donkey Kong is in need of rescue during Donkey Kong Jr. In this game, Mario actually kidnaps Donkey Kong as punishment for kidnapping Pauline and stands guard next to his cage with a whip, sending various enemies like Snapjaws and Nitpickers to attack Donkey Kong Jr. Donkey Kong Country Intro - Super Nintendo HD. This feature is not available right now. Please try again later. He was confirmed on February 21st, 2014, coinciding with the international release date of Donkey Kong Country: Tropical Freeze. Diddy Kong retains his realistic.He is highly mobile and has a strong neutral game thanks to his Banana Peel and Peanut Popgun. However, Diddy Kong is quite susceptible to being gimped, as Monkey Flip is linear and short- distanced while Rocketbarrel Boost is very unsafe to use from virtually any distance. He also suffers from a poor damage output, exacerbated by his poor aerial mobility when not using special moves, which hinders his aerial combo game. Finally, his Banana Peel, which heavily contributed to his top tier status in Brawl, has reduced stage control potential and is no longer capable of locking or zero- deathing opponents as the active Banana Peel maximum was reduced to one. Still, his strengths generally outshine his flaws, and he has seen some of the best tournament representation and results of any character in spite of being severely nerfed by updates. Despite this, Diddy's tier placement is somewhat debated, as other characters such as Mario have recently been more dominant in competitive play; in particular, Diddy's best player Ze. Ro no longer shows the same level of dominance as he once did, even in the early days of version 1. He is a middleweight with fast walking speed, fast dashing speed, fast falling speed, strong jumps, as well as the ability to wall cling and crawl. However, he has low air speed, below average air acceleration and high gravity, hindering his aerial mobility. His jab is not only quick, but decently strong as well, having some KO potential at high percentages. Forward tilt has very good range, can be angled and deals good knockback, making it great for fending off opponents. Up tilt has follow- up potential at low percentages and good KO potential at high percentages. Down tilt has low knockback, giving it the ability to combo into itself, as well as KO set- ups into up smash and forward aerial. His smash attacks have high speed and high power, making them great for finishing off opponents. Down smash is also a semi- spike, making it great for edgeguarding and covering rolls. Forward aerial is fast, strong and has long duration, making it a great choice in any case. Back aerial is very fast, and its varied power makes it useful for comboing. Up aerial, while significantly nerfed over time, remains extremely fast, hitting on frame 4, making it excellent at keeping opponents above Diddy Kong at bay. Lastly, down aerial has large autocancel windows and high power, making it a very dependable meteor smash. Along with the speed of his moves, Diddy Kong's limbs have the unique ability of stretching, giving his attacks surprising range. Peanut Popgun allows Diddy Kong to shoot a peanut, a weak projectile that can be used for edgeguarding or disrupting approaches. While slow and difficult to land, the explosion from the overcharged popgun can also be used as an attack. It is also tremendously powerful, dealing 2. KOing earlier than even King Dedede's forward smash. Monkey Flip is a command grab that lets Diddy Kong latch onto and pummel an opponent. From there, it can be followed up by either a double punch or a jump attack, with the latter being a meteor smash and granting Diddy Kong a second use. Alternatively, it can be cancelled immediately into a strong flying kick. The jump also grants a lot of momentum, making it a great move for recovery. Rocketbarrel Boost is Diddy Kong's primary means of recovery, covering large amounts of distance, especially if fully charged. Diddy Kong can also ram and launch opponents, and if attacked during it, the rocketbarrels become unblockable projectiles. Finally, Banana Peel is a defining part of Diddy Kong's ground game. It can be used as a regular banana peel or out of shield, both of which can be used for predicting the opponent's floor recovery or leaving them open to a smash attack. His damage output has been nerfed over time, and has now ended up being below average. This makes it crucial for him to extend his combos in any way possible. In addition, as a fastfaller, Diddy Kong is vulnerable to combos, making it easy for other characters with reliable combos to rack up damage on him, worsening his already mediocre survivability. While his high jumps, wall cling and special attacks grant very long distance overall and allow for many mix- ups, none of them are effective on their own, making his recovery easy to gimp. As mentioned before, Rocketbarrel Boost has to be charged to cover long distances, and the rocketbarrels will detach from Diddy Kong if he's hit. This means that any hit during the move can be detrimental to Diddy Kong, with meteor smashes often KOing him outright. Rocketbarrel Attack has much less maneuverability and is slower, but is extremely powerful even when uncharged, granting Diddy Kong a lethal surprise KO option. Shocking Banana Peel has a different throw trajectory and is less effective when thrown directly at the opponent, but is able to paralyze the opponent, leaving them wide open to any attack. The rest of his custom moves have disadvantages that noticeably outweigh their advantages, with Exploding Popgun being particularly notorious. The combination of high combo versatility and strong stage control have granted him great results in tournaments, and is ranked first on the official tier list, being even higher than in Brawl. He has received a major nerf to his Banana Peel move, which was previously the key to his past success, and many attacks deal less damage, weakening his damage racking abilities. To make up these nerfs however, he has attained many new easily usable combos, which are further benefitted by the changes to hitstun canceling, and some of his moves were buffed to KO better. Overall, he is still seen as one of the most successful characters in competitive play, albeit not nearly as much as in early versions of the game. First and second hit of jab and the neutral infinite deal less damage (first hit: 3% . Dash attack, forward tilt, up tilt, and down tilt deal less damage (dash attack: 9% . Dash attack has more endlag, making the move slightly less reliable for quick setups. Up tilt has more knockback growth (1. Up tilt has more ending lag (frame 2. Down tilt's lower knockback makes it have more reliable followups. Down tilt's hitbox duration is a frame shorter. The second hit of forward smash deals less damage (1. It also has more ending lag (4. Up smash's hits connect better and the last hit has much stronger knockback (7. Up smash has more 4 more frames of ending lag. Down smash hits are reversed, with the front hit being weaker and the back hit being stronger. With the aforementioned change, down smash's front hit is much weaker, dealing less damage (1. Down smash's back hit is does more damage (1. Down smash has 1 more frame of ending lag. Aerial attacks. Previously, Diddy Kong possessed powerful aerials that could easily be comboed into, most notably down throw to one or more up aerials, which was both a powerful KOing and damage racking tool which was simple to execute. However, patches 1. Diddy's most frequently used moves, particularly the aforementioned down throw to up aerial combo, bringing Diddy's competitive usage more in line with other frequently used SSB4 characters. The changes on shield mechanics slightly hinder him, too, as banana throw out of shield, one of his fastest punish options, comes out slower. This was later fixed in patch 1. It transitions through to the second hit 2 frames faster, to the third hit 1 frame faster, and to the infinite portion 7 frames faster. The rapid hits additionally have reduced SDI capacity, and the final hit of the jab has increased reach, increased base knockback, and 4 less frames of ending lag. This, however, allows him to combo into moves like forward smash later. Up aerial's hitboxes on frame 3 are removed, causing it to cover less range and have more starting lag, it autocancels 1. Its knockback growth was also decreased weakening its KO capabilities. All of Diddy's grabs have 3 more frames of ending lag. Up throw's damage was reduced (8% . Down throw damage increased: 6% . Down throw has increased knockback growth and a very slightly more diagonal knockback trajectory, reducing its follow- up capabilities and removing all guaranteed follow ups around 1. Despite its higher knockback growth, it still cannot KO at realistic percentages. Up smash's final hit knockback growth: 1. The attack finishes with an upward tail flick. Very strong for a jab, having KO potential near the edge at high percents. This attack can be tilted upwards or downwards. Can KO at high percentages. Comes out fast and can combo into many moved such as itself, a running up smash, or forward aerial, depending on the opponent's percentage. Considered to be one of the best moves in the game and a great KOing option. The final hit has largely vertical knockback. Its adjusted animation from Brawl now has it end with a ground- slap with both hands. The first hit has no knockback. The attack's vertical reach is greater and his hand now forms a fist in the final hit. It has less knockback than his forward smash. Has vertical knockback. It hits at the Sakurai angle, and has good power for how fast and ranged it is, making it a useful move for edgeguarding. Has fairly strong knockback. Since the 1. 0. 6 and 1. Diddy Kong's other aerials at lower damages. A strong meteor smash and Diddy Kong's strongest aerial, though it is also his slowest. The throw is based on Diddy Kong's barrel toss animation from Donkey Kong Country. Can combo into Fair and Uair at very low percentages.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. Archives
December 2016
Categories |