Diddy Kong Changelist
Tilts
-Forward Tilt hitboxes redone. (tilt angle Hi/Med/Low) DMG 12/12/11 -> 13/12/11, flub DMG 10/9/8, (hitboxes tip/body) angle 35/40, KBG 110/100 -> 100/100.
-Up Tilt angle normalized to 110 angle, 40 BKB.
Smashes
-Forward Smash
--Angle on first hit 10 -> 20
--KBG on second hit 115 -> 100
--2 frames removed between hits, adjusted to match new animation.
--first hit normalized SDI and hitlag (increased to 1.0x for each)
-Up Smash
--Has an added hitbox on Diddy's hip for all 3 hits. SDI on first two hits increased from 0.4 -> 0.5
--First two hits damage decreased 3 -> 2. Final hit increased damage to compensate 9 -> 11
--BKB 70 -> 30, KBG 100 -> 108, reduced to remove low percent launches, while still killing around the same percents.
--Endlag increased from 42 frames -> 50 frames.
Aerials
-Neural Aerial
--Hitbox sizes slightly increased.
--Strong hit damage 12 -> 13, BKB 30 -> 16
--Flub BKB 30 -> 5, angle 70 -> 60.
-Forward Aerial
--Strong hit, all hitboxes homogenized to 15 damage, 361 angle (from 25), 12 BKB, 100 KBG.
--Flub hit, all hitboxes 11 damage, 10 BKB, 100 KBG.
--IASA increased three frames: 37 -> 40
--Outermost hitbox terminates before the inner two in order to match animation range better.
-Up Aerial animation slightly changed and positioned through the attack for better coverage above Diddy.
-Down Aerial hitboxes reduced in size and centered more on his fist.
Throws
-Up Throw
--Made weaker at early percents, but grows slightly faster. BKB 70 -> 40, KBG 100 -> 105
--Damage reduced 12 -> 10
--Endlag increased 12 frames -> 22 frames.
Specials
-Forward Special
--Endlag increased from 7 frames -> 17 frames.
--Landing lag for both grab and kick increased 15 frames -> 20 frames
--Upward momentum from jump throw moved to frame 2.
--Jump throw BKB 80 -> 35, KBG 30 -> 110. Specially set to always tumble.
--Outermost hitbox from kick removed to reduce disjoint. Leg scaling adjusted ot be consistent across the hit, the new outer hitbox very slightly increased.
--Animation has Diddy lean back more during startup animation.
-Up Special
--Charge timing reduced from 90 frames to 45 frames, height multiplier adjusted to partially compensate for reduced frame count.
--Falling speed during charge increased.
--Blast-off hitboxes slightly increased in size to match graphics, but the blast-off meteor hitboxes reduced from two hitboxes to one larger hitbox it is slightly weaker and smaller overall.
--Landing lag increased 18 frames -> 24 frames.
--Barrel no longer has a hitbox, nor does it explode on contact with stage/characters, but instead explodes 180 frames (3 seconds) after detachment. After the 3 seconds, the explosion can hurt both the player or Diddy.
--Damage increased at 11 damage for no charge, increasing steadily until a max of 20 damage at full charge.
--KBG reduced 120 -> 100.
--Hitboxes during flight reduced in size to allow more attacks to cleanly beat it.
-Down Special
--A weak hitbox on hand enabled if banana is already out.
--No longer has a special frame-two hitbox on down throw. That is what made the d-throw artificially unblockable.
--Drift removed during banana pull.
--Banana limit decreased from 2 to 1. Against aerial opponents, has 15 BKB and 100 KBG. Still trips on grounded opponent.
Others
-Dash Attack mostly reverted to 2.5's dash attack, but uses 3.0's active frames. Now a single-hit pop-up.
-Dash Attack can no longer grab items during dash attack to remain consistent with remainder of cast.