alphazealot
03-16-2008, 12:45 PM
For all the Diddy Kong lovers out there here is a thread to get the ball rolling.
So far using Bananas has yielded me unparreled approaches and combos over other characters. We're talking like, 50% combos or more against Marth/Meta Knight/you name it. Not only that, Banana's control space, stop opponents from teching where you don't want them to tech (or where you want them to tech so you can attack them after they trip) and force an opponent who is hanging from the stage to jump, because rolling or drop-jumping all have high risk for BANANA slippage.
I don't know why this isn't discussed more, the implecations and hype for this character so be so much more than what it is.
So far my downsides with Diddy is that he doesn't have great KO attacks, Uair kills most characters if they are already in the air around 140%. Bair/Fair around 160% (lesser the closer to the sides you are, obviously). You can spike with the Dair OR with the up B.
Dsmash and Fsmash are pretty solid for killing, Usmash combo's great.
The best property for Diddy, besides the banana's, is that you can interupt the end of his dash attack with ANYTHING because of IASA frames. This is amazing, especially when you consider he can pick up a banana during his dash attack and throw it just as he exits his dash attack, making it all one motion. If you choose not to throw it, you can Usmash/Utilt, Ftilt, Fsmash, then throw a Banana, or you can do tons of other stuff to keep the combo going if you have two bananas out (and you should).
Also, Diddy won't trip on a banana just by running or dashing.
So far using Bananas has yielded me unparreled approaches and combos over other characters. We're talking like, 50% combos or more against Marth/Meta Knight/you name it. Not only that, Banana's control space, stop opponents from teching where you don't want them to tech (or where you want them to tech so you can attack them after they trip) and force an opponent who is hanging from the stage to jump, because rolling or drop-jumping all have high risk for BANANA slippage.
I don't know why this isn't discussed more, the implecations and hype for this character so be so much more than what it is.
So far my downsides with Diddy is that he doesn't have great KO attacks, Uair kills most characters if they are already in the air around 140%. Bair/Fair around 160% (lesser the closer to the sides you are, obviously). You can spike with the Dair OR with the up B.
Dsmash and Fsmash are pretty solid for killing, Usmash combo's great.
The best property for Diddy, besides the banana's, is that you can interupt the end of his dash attack with ANYTHING because of IASA frames. This is amazing, especially when you consider he can pick up a banana during his dash attack and throw it just as he exits his dash attack, making it all one motion. If you choose not to throw it, you can Usmash/Utilt, Ftilt, Fsmash, then throw a Banana, or you can do tons of other stuff to keep the combo going if you have two bananas out (and you should).
Also, Diddy won't trip on a banana just by running or dashing.