• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

The ideal patch: Diddy Kong

should ZeRo main Diddy Kong

  • yes

    Votes: 9 81.8%
  • no

    Votes: 2 18.2%

  • Total voters
    11

TheLobsterCopter5000

Smash Apprentice
Joined
Dec 24, 2016
Messages
138
Diddy kong does not need many changes to make him balanced, (patch 1.0.6 and 1.0.8 took care of that) but i do have a couple of changes to make


Gravity: 0.105 -> 0.11
Down tilt FAF: 19 -> 21
Monkey flip startup lag: 19 frames -> 21 frames
Banana peel FAF: 40 -> 43

P.S i am currently unable to do the Corrin patch notes, as i need her hitbox size data.
 
Last edited:

Ethan7

Smash Journeyman
Joined
Jun 9, 2016
Messages
208
NNID
BulbapediaEditor
Not sure why you would want to change dash attack. D-tilt's higher base knockback would make it combo into itself easier at lower percentages, which is unnecessary.
 

TheLobsterCopter5000

Smash Apprentice
Joined
Dec 24, 2016
Messages
138
Not sure why you would want to change dash attack. D-tilt's higher base knockback would make it combo into itself easier at lower percentages, which is unnecessary.
The higher base knockback on down tilt would slightly worsen it's combo potential, and dash attack is one of the best dash attacks in the game.
 

Zeke78

Smash Rookie
Joined
Apr 26, 2016
Messages
11
dash attack sucks lol. and the bkb increase would probably be a buff vs fastfallers since it's easier to followup without them jabbing at low %
 
Last edited:

MarshieMan

Smash Apprentice
Joined
Jan 6, 2015
Messages
186
NNID
MarshieMan
The higher base knockback on down tilt would slightly worsen it's combo potential, and dash attack is one of the best dash attacks in the game.
You really aren't qualified or knowledgable enough to talk about diddy.

His dash attack is definitely one of the worst in the game.

If the first hit doesnt connect, opponents can fall out, and even if the first hit does connect they can mash out. Its not safe on shield, has very few followups past 40% with optimal di, it deals 6 damage if all hits connect.

Dash attack > Uair is about all youre gonna get at any percent and thats literally a 12 damage combo which is very underwhelming.


That "nerf" to diddy's dtilt is really more of a buff. It makes comboing at low percents easier which is the only weakness of downtilt. Also Dtilt>Usmash has such a large window that it works, this wouldnt stop it from being a kill confirm
 

TheLobsterCopter5000

Smash Apprentice
Joined
Dec 24, 2016
Messages
138
That "nerf" to diddy's dtilt is really more of a buff. It makes comboing at low percents easier which is the only weakness of downtilt. Also Dtilt>Usmash has such a large window that it works, this wouldnt stop it from being a kill confirm
in what universe does increasing base knockback help a move to combo? Maybe in Melee but not in SSB4.
 

MarshieMan

Smash Apprentice
Joined
Jan 6, 2015
Messages
186
NNID
MarshieMan
in what universe does increasing base knockback help a move to combo? Maybe in Melee but not in SSB4.
At around 0%-20% dtilt does not have enough knockback/hitstun to combo into anything. Increasing the base knockback would make it so that it could combo for a earlier percent window, as well as not removing kill confirms
 

TheLobsterCopter5000

Smash Apprentice
Joined
Dec 24, 2016
Messages
138
At around 0%-20% dtilt does not have enough knockback/hitstun to combo into anything. Increasing the base knockback would make it so that it could combo for a earlier percent window, as well as not removing kill confirms
fine, behold the power of editing!
 
Top Bottom