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Glide tossing was just cancelling a roll animation with an item throw. Try say rolling backwards and throwing an item upwards. all chars have one. Diddy's seems to be back at that sweetspot distance wiseCorrect me if I'm wrong, but wasnt the glide toss a vbrawl tech that used b-sticking? Or do you mean just wavedashing into throwing a peel?
I demand my Pesos and Trophy. They shall be fulfilled through one of the followingI look forward to playing the final 2.6 and being disappointed and angry (in which case I'll demand my trophy) or unexpectedly joyed
In other words he got Ike'd, where can I get my trophy for enduring this twice now lol
I couldn't disagree more.i prepare for a "better nerf diddy kong" meme, because this patch was just a bad joke for diddy players.
- they couldve changed the side-b differently, the timing for the sibe-b is ridicilous strict, plus i haven't found any use of the shortage anyway
- the dashattack is worse, it got more lag, it doesn't combo on stage anymore (but gladly offstage, where you won't get your opponents anyway)
i will play him again if he finally gets some kind of buff, his actual state is pathetic
It's almost as if the move encourages some level of commitment now.The only thing that i dislike is that the window to do the side-b attack is very short, you cant decide halfway through the air if you want to kick.
I do not consider Diddy Kong's changes as "nerfs"<Eli>: also mad, i already know how to up b
<Mad}>: u so owe me those leelue pesos once it's nerfed
<MaxThunder>: probavbly him posting stuff he's drawn for people to look at but for example refusing to listen to any song i make...
<Mad}>: and as Leelue pesos they are very flexible currency, like they can be used as shout-outs instead
<Eli>: dude there is no reason to nerf diddy kong
<Eli>: he's a greatly designed character
<Mad}>: maybe there isn't, but he'll get it anyways -Ike
<Eli>: if you're somebody who is winning by spamming up-b with Diddy Kong and doing well, that's due to your opponents' inexperience
<Mad}>: ppl also complain about side-b
<Eli>: that's funny
I demand my Pesos and Trophy. They shall be fulfilled through one of the following
- $2 sent to my Paypal [Spidermad@outlook.com]
- One of Oro's action figures (I don't know if he owns any action figures but he probably does)
- Getting my Yellow dice back under my Smashboard's account (idk what they even were but they were cool and they randomly tookem away)
- Magus answers my random smash questions for a week through Skype/IRC ("Is it possible to code DACUS to be easier?")
- One of the PMBR video editors to make me a cool moving video introduction to put at the beginning of my Youtube videos (something that looks like Castlevania style, and says SpiderMad or something)
- Someone to record 4 replays for me in above average quality
It would be the same if Wario's Side-B could be cancelled into a grab at will when you see someone shield. I completely agree.It's almost as if the move encourages some level of commitment now.
In this release I feel way better about players not being able to rely on gimmicks (Side-B/Up-B spam) and work on Diddy's zoning options and amazing neutral game. I think if his metagame develops a bit more he could easily be in the higher section of high tier and pose a threat to many common top tiers. There is a fixation on what is "nerfed" that I feel players don't realize what a solid character they have in front of them. Their are certainly more legitimate complaints that could be made about the cast, but I think people have to start looking at the changes made to their character from the outside in.I do not consider Diddy Kong's changes as "nerfs"
The changes are simply a result of a more perfected design
Side-b doesn't go as far? Well you can alter the distance with a smash input now. The kick was and always has been garbage regardless, the only difference is that an element of thought accompanies the move as you make a decision on whether to kick or grab. Not randomly throwing out the move and deciding last second which is convenient. Also, I like being able to trick my opponent as to whether or not I will travel a short or far distance with my side-b.
There's a pretty big difference between what should be allowed in terms of design while spacies exist in their current form and what should be allowed in design according to good design in general. For example, Fox's landing lag on his up-b is actually currently less landing lag than 2.5 Diddy's up-b landing lag. Fox might not travel as far but he has a lot more control over it, can follow it up with a kill much more easily, its easier to sweetspot, and still goes incredibly far. So before we discuss "good design", we should address the REAL problems with the game before flipping out about Diddy Kong.
I have time to read 2.6 Eli feels 2.5 Eli was completely wrong like you do every version and all, but a deal is a deal solely regarding Up-b Mr.: those Leelue pesos are mine when the time comes to use them. And with Leelue in the BR their value has skyrocketed
Nope, I've always been consistent in saying that Fox is bull**** lol
And that if he's allowed, everything else is also allowed by default
But I do recognize that when you take them out of the equation, you still have to work out what constitutes good game design, and not everything is fair game
Fire Fox has a set start-up time and set distance he must travel (unless he sweet spots the ledge). Once fired in a direction, Fox cannot alter his direction at all until he starts falling. The landing part isn't designed to be the part you punish. You get a huge change to punish the start-up, a decent change to guess and punish the direction, and a small chance to punish him free falling.There's a pretty big difference between what should be allowed in terms of design while spacies exist in their current form and what should be allowed in design according to good design in general. For example, Fox's landing lag on his up-b is actually currently less landing lag than 2.5 Diddy's up-b landing lag. Fox might not travel as far but he has a lot more control over it, can follow it up with a kill much more easily, its easier to sweetspot, and still goes incredibly far. So before we discuss "good design", we should address the REAL problems with the game before flipping out about Diddy Kong.
2.5 Diddy Kong was still a lot easier to edgeguard than Fox regardless. He was a larger and slower moving target; that's all that matters.Fire Fox has a set start-up time and set distance he must travel (unless he sweet spots the ledge). Once fired in a direction, Fox cannot alter his direction at all until he starts falling. The landing part isn't designed to be the part you punish. You get a huge change to punish the start-up, a decent change to guess and punish the direction, and a small chance to punish him free falling.
Oh, and Fire Fox does not work as a reversal because it doesn't have invincibility on start-up.
DDK has always been low tier Disqo... Even in the brawl days.I created that phrase, just saying.
Oh DDK.
Why you so bad