![]() ![]() Additionally, all of Diddy's aerials except for neutral and up aerial can lead into a grab when landed on grounded opponents thanks to their low knockback and landing lag.ĭiddy's special moveset also comes with several unique options. Diddy's up and down tilts are both excellent combo starters themselves, with the latter having the ability to KO confirm into an up-smash at high percents. ![]() His neutral aerial has a long lasting hitbox and can lead into another aerial from low to high percents, with the late hit being particularly useful at high percents due to its lower knockback. His dash attack has a long duration and extremely low endlag and sends the opponent upwards, which lets Diddy follow up with an up, back or forward aerial. Up throw also has potential KO setups into up aerial, although these are inconsistent and unreliable. One of his main combo starters is from a grab, as both his down and up throws have low endlag and send at great angles for immediate follow-ups, as down throw can lead into a forward or back aerial and up throw can lead into any of his aerials except for down aerial. Thanks to these attributes, Diddy has a strong, flexible combo game, allowing him to use multiple different moves to string into each other and continually pressure his opponent even if they escape his combos, as he has multiple ways to keep them in a disadvantageous position.Īnother important aspect of Diddy's combo game is his excellent selection of combo starters, which lets him start combos reliably both in the air and on the ground and also lets him create mix-ups and play unpredictably. In fact, nearly all of his moves, with the exception of his forward smash, down aerial, and special moves, come out before frame 10, with many of them also having low endlag. Similar to other characters of his weight and size, Diddy Kong has very fast frame data, which allows him to throw out a flurry of moves at his opponent while still being able to chase them with his strong grounded mobility. Overall, while Diddy outspeeds many characters on the ground, his air game is rather clunky due to his lackluster air attributes. In contrast, his air mobility is rather lacking, as his air speed and air acceleration are both below average. In World of Light, he is fought on the Ω form of Kongo Jungle.ĭiddy Kong is a small middleweight with typical attributes for his weight class he has very fast dash, run, and walk speeds, which allows him to move on the ground very well. With the exception of the third method, Diddy Kong must then be defeated on Kongo Falls. Have Diddy Kong join the player's party in World of Light.Clear Classic Mode with Donkey Kong or any character in his unlock tree, being the 7th character unlocked after Greninja.matches, with Diddy Kong being the 37th character to be unlocked. 6.2 Most historically significant players. ![]()
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