Diddy Kong
Smash Obsessed
- Joined
- Dec 8, 2004
- Messages
- 26,149
- Switch FC
- SW-1597-979602774
So, we might all noticed that Diddy isn't quite as effective as previous incarnations of him in Smash; namely Brawl and Smash 4 where he was both a Top Tier character. Unfortunately, we now have to adapt to a lesser effective Diddy playstyle for the first time in ever.
What I would suggest is Diddy having more stage control, what he was known for mostly in the other Smash games. It would also help if he where able to play the rushdown meta of Ultimate better, and that would need a few adaptations as well. Namely in his aerial attacks, because shamefully the only KO option in the air is B Air, and that's after building a lot of %s.
Changes I would want in which move;
Forward Air: More range, and longer duration of the move. It also could use a bit of KO power, because Diddy can't edgeguard even if his life depended on it. This alone would help A LOT! It would help if it did around 14-15% damage instead of 11-12%.
Neutral Air: Despite the move already being quite good, it could use a bit more priority and longer duration, maybe some slight damage increase as well.
D Air: It doesn't kill like it used to, and since it only consistently works out of a few moves on lower %s, it would really help add to Diddy's overall KO options.
U Air: This move is just so underwhelming ever since Smash 4 decided to nerf it so hard. It's almost useless now, unless the enemy is send upwards too much and it's our only option, or we're standing on the highest possible platform on a stage with a low ceiling. It would be much better if the attack could actually land KO's, or at least deal decent damage, around 10% or so. This move used to combo into itself, AND land KO's. Easily the most nerfed attack in Smash history.
Dash attack: This is one of our bread and butter moves currently, and it's a bit lacking at times because it has short range, and stops Diddy's momentum in his mobility slightly. I would want it working more like DK's dash attack, where it keeps his momentum going and can pass through opponents, and still send the enemy upwards like it does right now. Also, increase damage.
U Smash: Increase the range infront of Diddy, a sort of hitbox where the move sucks the opponent in like in Smash 4. Also, it can land KOs earlier, around 10-15% or so. And it still wouldn't be a broken move if these changes where applied.
F Smash: Send the opponent off more vertically, and allow for earlier KOs. Maybe also make it come out faster, because we can't land KOs with it without a Banana most of the time. Also give the first hit a little more hitstun so that the second part of the move connects more easily.
D Smash: Give it the hitbox back where it hits opponents from the ledge. And increase KO potential. It's just an underwhelming Smash attack. Preferably I'd want it as strong as it was in Brawl honestly.
Rocket Barrel Boost: Increase the recovery distance please. Doesn't make sense Diddy dies so early with it, because he already has such bad disadvantage and isn't a bulky heavyweight, neither has the offensive abilities to make up for it. It's a major weakness, and he doesn't deserve such a weakness after all the nerfs. Oh, and KEEP the explosion ulitity please, I LOVE IT!
Monkey Flip: Increase distance slightly so it's easier to catch opponents with, also make the Flip Kick able to KO opponents again and increase it's damage output and priority slightly.
Banana: Make it safe on shield yet again. That's all am asking for.
And that's basically it. I would also like a little increase in our air speed, for it being more even with DK. Because it doesn't make sense he's so quick in the air and Diddy isn't. It would help a lot with our "aerial range" and connecting our aerial strings together far better.
Make us Top Tier again Sakurai.![Diddy Kong :ultdiddy: :ultdiddy:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
What I would suggest is Diddy having more stage control, what he was known for mostly in the other Smash games. It would also help if he where able to play the rushdown meta of Ultimate better, and that would need a few adaptations as well. Namely in his aerial attacks, because shamefully the only KO option in the air is B Air, and that's after building a lot of %s.
Changes I would want in which move;
Forward Air: More range, and longer duration of the move. It also could use a bit of KO power, because Diddy can't edgeguard even if his life depended on it. This alone would help A LOT! It would help if it did around 14-15% damage instead of 11-12%.
Neutral Air: Despite the move already being quite good, it could use a bit more priority and longer duration, maybe some slight damage increase as well.
D Air: It doesn't kill like it used to, and since it only consistently works out of a few moves on lower %s, it would really help add to Diddy's overall KO options.
U Air: This move is just so underwhelming ever since Smash 4 decided to nerf it so hard. It's almost useless now, unless the enemy is send upwards too much and it's our only option, or we're standing on the highest possible platform on a stage with a low ceiling. It would be much better if the attack could actually land KO's, or at least deal decent damage, around 10% or so. This move used to combo into itself, AND land KO's. Easily the most nerfed attack in Smash history.
Dash attack: This is one of our bread and butter moves currently, and it's a bit lacking at times because it has short range, and stops Diddy's momentum in his mobility slightly. I would want it working more like DK's dash attack, where it keeps his momentum going and can pass through opponents, and still send the enemy upwards like it does right now. Also, increase damage.
U Smash: Increase the range infront of Diddy, a sort of hitbox where the move sucks the opponent in like in Smash 4. Also, it can land KOs earlier, around 10-15% or so. And it still wouldn't be a broken move if these changes where applied.
F Smash: Send the opponent off more vertically, and allow for earlier KOs. Maybe also make it come out faster, because we can't land KOs with it without a Banana most of the time. Also give the first hit a little more hitstun so that the second part of the move connects more easily.
D Smash: Give it the hitbox back where it hits opponents from the ledge. And increase KO potential. It's just an underwhelming Smash attack. Preferably I'd want it as strong as it was in Brawl honestly.
Rocket Barrel Boost: Increase the recovery distance please. Doesn't make sense Diddy dies so early with it, because he already has such bad disadvantage and isn't a bulky heavyweight, neither has the offensive abilities to make up for it. It's a major weakness, and he doesn't deserve such a weakness after all the nerfs. Oh, and KEEP the explosion ulitity please, I LOVE IT!
Monkey Flip: Increase distance slightly so it's easier to catch opponents with, also make the Flip Kick able to KO opponents again and increase it's damage output and priority slightly.
Banana: Make it safe on shield yet again. That's all am asking for.
And that's basically it. I would also like a little increase in our air speed, for it being more even with DK. Because it doesn't make sense he's so quick in the air and Diddy isn't. It would help a lot with our "aerial range" and connecting our aerial strings together far better.
Make us Top Tier again Sakurai.
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