Heres a spread sheet with what %'s diddy's moves break true CC and force ASDI down/knockdown. I have data on the whole cast other than bowser because didn't feel like dealing with his crouch armor and all that.
Not claiming 100% accuracy, I'm sure theres a few errors by one percent for some moves vs some characters, but it should for the most part be very accurate, did it all by hand.
All done in training mode so no fresh/stale hitboxes, smashes uncharged
Moves/hitboxes I didn't note, and specifics for some smashes:
Dair: Only did the 14% dmg hit. the 15% dmg hit breaks it significantly sooner (a good 4-5% at least) although dair doesn't get CC'd like normal move anyway, instead forces grounded recoil state.
Ftilt: too many variable hitboxes and 3 angles, just use fair lol
jabs/popgun: they get CC'd till forever, wasn't' worth finding it out
strong up-b hits had too many variables and it never really comes up in situations.
Upsmash is really weird, I took all the data points by hitting all of them by upsmashing with my back up against them, but if you face them one of the hits will miss and it'll break earlier/later depending on the character.
Fsmash vs DDD is accurate. something about his 6 frames of normal landing lag makes him unable to CC between hits of the fsmash
so yeah, more resources. I'll be trying to compile all the useful resources in the boards into one big mega thread after evo.
edit: ROB/Snake might be wrong, going to have to redo them eventually
Not claiming 100% accuracy, I'm sure theres a few errors by one percent for some moves vs some characters, but it should for the most part be very accurate, did it all by hand.
All done in training mode so no fresh/stale hitboxes, smashes uncharged
Moves/hitboxes I didn't note, and specifics for some smashes:
Dair: Only did the 14% dmg hit. the 15% dmg hit breaks it significantly sooner (a good 4-5% at least) although dair doesn't get CC'd like normal move anyway, instead forces grounded recoil state.
Ftilt: too many variable hitboxes and 3 angles, just use fair lol
jabs/popgun: they get CC'd till forever, wasn't' worth finding it out
strong up-b hits had too many variables and it never really comes up in situations.
Upsmash is really weird, I took all the data points by hitting all of them by upsmashing with my back up against them, but if you face them one of the hits will miss and it'll break earlier/later depending on the character.
Fsmash vs DDD is accurate. something about his 6 frames of normal landing lag makes him unable to CC between hits of the fsmash
so yeah, more resources. I'll be trying to compile all the useful resources in the boards into one big mega thread after evo.
edit: ROB/Snake might be wrong, going to have to redo them eventually
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