h1roshi
Smash Hero
Version 1.2
HIS POPGUN FVCKING SUCKS!!!!! DONT USE IT!!!!!
use his aerials.
use his smashes.
use his bananas.
use his mindgames.
use his side+b.
use his fully charged up+b.
use his tilts.
thats all you have to do to own with diddy
OK, BUT SERIOUSLY NOW. i have been able to play with diddy a lot more now. he has a promising future. on to more important stuff.
This is the beginning of my diddy guide. I will most likely polish it up and reorganize things as i get more into this and more indepth with all his moves.
Contents:
I)Intro:
a)updates
II)Moveset:
a) a moves
1)tilts
2)smashes
b)aerials
c)specials(b moves)
d)grabs
III)Techniques/combos/advanced tactics/properties of moves
IV)Vids Section
ANYTHING IN RED IS BECAUSE I WANTED IT TO STAND OUT FOR WHATEVER REASON.
I. INTRO:
OK, BUT SERIOUSLY NOW. i have been able to play with diddy a lot more now. he has a promising future. on to more important stuff.
This is the beginning of my diddy guide. I will most likely polish it up and reorganize things as i get more into this and more indepth with all his moves.
Diddy is a speedy, combo'ey character. some nice aerials, interesting b moves, and useful standard a moves. Representing the Donkey Kong franchise, he is the inverse of DK. So those looking for a DK rep but without having to play as a big sluggish guy, Diddy's your guy. Also, if playing tricky is your style, look no further.
Updates from new versions:
3/13:
added side+b various uses to techniques section
updated rocket spiking info.
updated popgun info
II. MOVESET
A attacks:
a attack: his normal a attack and standard combo are pretty good to try on a sheilding opponent. just press a once and hold it and he will hit twice and then start wagging his tail. pretty useful.
dash attack: Ofcourse, it's the cartwheel. What else could it have been lol? it knocks them a bit up and a bit in front of you. You can pick up your bananas while cartwheeling over them. Also, after they slip on the banana, follwing their tech with a dash attack is pretty cool.
TILTS:
ftilt: pushes his two hands forward. decent knockbock and range. good move for spacing.
utilt: one of his better moves. good setup for aerial combos.
dtilt: not really tat usefukl to be honest. For the most part, your oppnet will be to far or in the air for too long so the dtilt is pretty useless. maybe at the egde?
SMASHES:
fsmash: pretty cool looking multi hit where he flings his arms around in a 360 type of movement. A KO move.
dsmash: its very similar to mario's. he holds himself up with his arms and spins his legs around under him. Pretty decent knockback.
usmash: this moves looks really cool and is another multihit smash. But it cant really KO, for a smash they dont go that far, BUT its a good setup for combos at the right percent.
AERIALS:
neutral: he does a flying cartwheel basically. doesnt really have much knockback. its priority is kinda weak. but it's a good move when you want to hit them in the air but dont really know what they are going to come at you with.
fair: i'd say this is his bast aerial. good reach, he extends his legs out. good knockback. a KO move at higher percents.
bair: a good move. but can be tricky to connect with cuz of its short hitbox. you have to be pretty close to connect and has a pretty precise timing as well. A good move if you can connect.
uair: very combo friendly aerial. you can usually connect atleast two together. utilts like to lead right into this.
dair: DIDDY HAS A SPIKE!!! this is good news. diddy's dair spikes. they go FLYING down when you connect. kinda tricky timing as there is a delay, but with enough practice, this will become one of his clutch moves.
SPECIALS:
neutral b: his popgun sucks. i really havent found any use for it. i try spamming it like falco's shl but that doesnt really work. if you push b fast, the peanut goes in a very high arc, completely avoiding your opponent. as you hold it, he gradually lowers the popgun, becoming more parallel to the stage. this takes too long though, and when it connects, it does like 2-4% damage and no knockback and barely any stun. I've heard possible usages though. for instance, stopping spacies out of their side b's. I have yet to test this.
UPDATE: Ok, so peanuts can control bigger characters moderately well. People like dedede and bowser, others as well. people who like to come in from an aerial are risking running into the high arcing peanuts.
Also, if you shoot the gun while facing away from the stage, it will push you a little bit toward the stage.
up+b: his rocket barrel is pretty cool. when you far off the stage, charging it up completely, can get back you back from pretty far. If you get while charging you lose the barrels and plummit to your death. when recovering close to the edge, you must be careful for if you angle to close to the stage, you could blow up your barrels and will die instead. Possible offensive move as well. combo them into the air and follow them with the barrels. i actually, think i found an advanced, really cool way to use this move as a spike/edgegaurd. its pretty cool. i am going to try and perfect it, and post vids.
side+b: a good recovery move. you can sweetspot edge with this. when recovering high. you should use this to get a lot closer without using your jumps or up+b. Offensively, its pretty cool. you can grab someone out of the lunge with the right timing, and then hit them and bounce off, or if you press jump, he spikes them down and jumps off higher then if you just hit them. You can press a or b during the side lunge and do a kung fu kick with decent priority. It's not that strong though.
down+b: bananas. this is, IMHO, diddy's BEST move. i completely and honestly believe, that his metagame will revolve around the banana. diddy has some problems getting in on opponents sometimes, and the bananas help immensely in that department. You can pick up two at a time. You can throw them and reuse them, until they disappear. Becareful though, if your opponent picks them up, they can throw it right back, and now your the one slipping around. I will make a whole section on banana tactics later on.
GRABS:
dthrow: he just bounces them off the floor. possible aerial after this throw, depending on percent and DI.
fthrow: a basic forward throw.
bthrow: a basic backward throw.
uthrow: basic upward throw.
III. Techniques/combos/advanced tactics/properties of moves:
Here I am just going to point out little tricks and tips that i find.
-This is pretty common knowledge at this point, but you can usmash directly out of your dash. Simply dash, and when your ready to attack, smash up on your c-stick. he'll go right into the smash. You are effectively giving diddy two different dash attacks by doing this.
- Also, pretty much common knowledge at this point, mentioned by another forum member i can't recall, a little trick is to roll back just as you pluck your banana. You'll land with the banana right at your feet.
-A little mindgamey thing I like to do is just run towards them, when you about to get in front of them, short hop up and DI a bit back. They might dodge and try and jump or something, wait for an animation, and then try to connect with your fair after the lag of whatever they do.
-Rocket spiking/rocket gaurding: I am dubbing these moves the rocket spike and rocketguard. I am still experimenting, but I think i found a pretty freaking cool advanced tech. While I was recovering a couple of times, my opponent would try and jump out and get me. While I released my up+b they would go flying down and I would grab the ledge. It's happened a couple of times already. I want to control this. What I've been trying is as they are recovering, i'd jump out real quick, and while I'm still close to the ledge, I'll up+b back towards the stage. Ofcourse, you have to time your up+b so that your opponent is right next to you when you do it. Remember, your trying to hit them with it right as you start the move. I grab the ledge, while they go plummeting down to their death. I have to practice this against different characters though.
UPDATE: Confirmed that they have to be UNDER your barrels to spike them.
Side+b: ok, so this move is to good. Tis is the diddy hump. Very versatile. You can obviously grab onto them and bounce off of them spiking them down. Knowing this, the next logical step would be to use it as an edgegaurd. While they are off the stage, latch onto them, and press the jump button pushing them down ad giving you enough time to recover. You can use it to aid recovery as well. Whenever you get knoeck back, just side b so you can gain some precious distance. Finally make sure you make use of its quick second attack. simply pess an attack button while lunging to do a flying kung fu kick with decent priority.
Bananas:
Basics/Properties:These things are amazing. I believe these will be at the core of ANY pro diddy's gameplay. They are just too good. You can pick two at a time. When you throw them, you can cause knockback on your opponent. Once they are on the floor, your opponent will slip on them. I like having two bananas on the stage at once and alternating grabbing the two bananas and chucking them at your opponent.
Banana combos:
Practice with basic stuff like throw the banana, hit them, run towards them and cartwheel, pick up the banana while you cartwheel(its automatic), and throw the banana again.
The main thing with the bananas is tech chasing. After you connect, you have to try and follow up. For instance, banana throw, hit them, they roll away, and now as their finish their roll, you can techchase with a grab, with a dcusmash (Dash Canceled Up Smash), with a dash attack, with another smash, with a properly timed dair for combos, with another banana if the situation allows it, etc.
banana guarding: as your opponent is recovering, throw bananas down at them to try and mess up their recovery.
other uses: Just another tidbit. Bananas are also cool, because there is always the chance that your opponent will slip into the banana again. This is because when your opponent slips, the banana goes shooting out from under them, if they roll into it, they can slip again. When you add two bananas into the mix, you can really lock up their options and put a lot of pressure on them.
IV. VIDEO:
My "diddy vids" thread
http://smashboards.com/showthread.php?p=3819526#post3819526
This is my diddy video section. I will use this section to show you what I'm talking about.
Also, by clicking the main link to my "diddy vids" thread, you will have access to many random diddy vids. The link is going to focus more on my personal diddy vids though.
well, stay tuned, for newer versions and updates.
...peace
-hiro
HIS POPGUN FVCKING SUCKS!!!!! DONT USE IT!!!!!
use his aerials.
use his smashes.
use his bananas.
use his mindgames.
use his side+b.
use his fully charged up+b.
use his tilts.
thats all you have to do to own with diddy
OK, BUT SERIOUSLY NOW. i have been able to play with diddy a lot more now. he has a promising future. on to more important stuff.
This is the beginning of my diddy guide. I will most likely polish it up and reorganize things as i get more into this and more indepth with all his moves.
Contents:
I)Intro:
a)updates
II)Moveset:
a) a moves
1)tilts
2)smashes
b)aerials
c)specials(b moves)
d)grabs
III)Techniques/combos/advanced tactics/properties of moves
IV)Vids Section
ANYTHING IN RED IS BECAUSE I WANTED IT TO STAND OUT FOR WHATEVER REASON.
I. INTRO:
OK, BUT SERIOUSLY NOW. i have been able to play with diddy a lot more now. he has a promising future. on to more important stuff.
This is the beginning of my diddy guide. I will most likely polish it up and reorganize things as i get more into this and more indepth with all his moves.
Diddy is a speedy, combo'ey character. some nice aerials, interesting b moves, and useful standard a moves. Representing the Donkey Kong franchise, he is the inverse of DK. So those looking for a DK rep but without having to play as a big sluggish guy, Diddy's your guy. Also, if playing tricky is your style, look no further.
Updates from new versions:
3/13:
added side+b various uses to techniques section
updated rocket spiking info.
updated popgun info
II. MOVESET
A attacks:
a attack: his normal a attack and standard combo are pretty good to try on a sheilding opponent. just press a once and hold it and he will hit twice and then start wagging his tail. pretty useful.
dash attack: Ofcourse, it's the cartwheel. What else could it have been lol? it knocks them a bit up and a bit in front of you. You can pick up your bananas while cartwheeling over them. Also, after they slip on the banana, follwing their tech with a dash attack is pretty cool.
TILTS:
ftilt: pushes his two hands forward. decent knockbock and range. good move for spacing.
utilt: one of his better moves. good setup for aerial combos.
dtilt: not really tat usefukl to be honest. For the most part, your oppnet will be to far or in the air for too long so the dtilt is pretty useless. maybe at the egde?
SMASHES:
fsmash: pretty cool looking multi hit where he flings his arms around in a 360 type of movement. A KO move.
dsmash: its very similar to mario's. he holds himself up with his arms and spins his legs around under him. Pretty decent knockback.
usmash: this moves looks really cool and is another multihit smash. But it cant really KO, for a smash they dont go that far, BUT its a good setup for combos at the right percent.
AERIALS:
neutral: he does a flying cartwheel basically. doesnt really have much knockback. its priority is kinda weak. but it's a good move when you want to hit them in the air but dont really know what they are going to come at you with.
fair: i'd say this is his bast aerial. good reach, he extends his legs out. good knockback. a KO move at higher percents.
bair: a good move. but can be tricky to connect with cuz of its short hitbox. you have to be pretty close to connect and has a pretty precise timing as well. A good move if you can connect.
uair: very combo friendly aerial. you can usually connect atleast two together. utilts like to lead right into this.
dair: DIDDY HAS A SPIKE!!! this is good news. diddy's dair spikes. they go FLYING down when you connect. kinda tricky timing as there is a delay, but with enough practice, this will become one of his clutch moves.
SPECIALS:
neutral b: his popgun sucks. i really havent found any use for it. i try spamming it like falco's shl but that doesnt really work. if you push b fast, the peanut goes in a very high arc, completely avoiding your opponent. as you hold it, he gradually lowers the popgun, becoming more parallel to the stage. this takes too long though, and when it connects, it does like 2-4% damage and no knockback and barely any stun. I've heard possible usages though. for instance, stopping spacies out of their side b's. I have yet to test this.
UPDATE: Ok, so peanuts can control bigger characters moderately well. People like dedede and bowser, others as well. people who like to come in from an aerial are risking running into the high arcing peanuts.
Also, if you shoot the gun while facing away from the stage, it will push you a little bit toward the stage.
up+b: his rocket barrel is pretty cool. when you far off the stage, charging it up completely, can get back you back from pretty far. If you get while charging you lose the barrels and plummit to your death. when recovering close to the edge, you must be careful for if you angle to close to the stage, you could blow up your barrels and will die instead. Possible offensive move as well. combo them into the air and follow them with the barrels. i actually, think i found an advanced, really cool way to use this move as a spike/edgegaurd. its pretty cool. i am going to try and perfect it, and post vids.
side+b: a good recovery move. you can sweetspot edge with this. when recovering high. you should use this to get a lot closer without using your jumps or up+b. Offensively, its pretty cool. you can grab someone out of the lunge with the right timing, and then hit them and bounce off, or if you press jump, he spikes them down and jumps off higher then if you just hit them. You can press a or b during the side lunge and do a kung fu kick with decent priority. It's not that strong though.
down+b: bananas. this is, IMHO, diddy's BEST move. i completely and honestly believe, that his metagame will revolve around the banana. diddy has some problems getting in on opponents sometimes, and the bananas help immensely in that department. You can pick up two at a time. You can throw them and reuse them, until they disappear. Becareful though, if your opponent picks them up, they can throw it right back, and now your the one slipping around. I will make a whole section on banana tactics later on.
GRABS:
dthrow: he just bounces them off the floor. possible aerial after this throw, depending on percent and DI.
fthrow: a basic forward throw.
bthrow: a basic backward throw.
uthrow: basic upward throw.
III. Techniques/combos/advanced tactics/properties of moves:
Here I am just going to point out little tricks and tips that i find.
-This is pretty common knowledge at this point, but you can usmash directly out of your dash. Simply dash, and when your ready to attack, smash up on your c-stick. he'll go right into the smash. You are effectively giving diddy two different dash attacks by doing this.
- Also, pretty much common knowledge at this point, mentioned by another forum member i can't recall, a little trick is to roll back just as you pluck your banana. You'll land with the banana right at your feet.
-A little mindgamey thing I like to do is just run towards them, when you about to get in front of them, short hop up and DI a bit back. They might dodge and try and jump or something, wait for an animation, and then try to connect with your fair after the lag of whatever they do.
-Rocket spiking/rocket gaurding: I am dubbing these moves the rocket spike and rocketguard. I am still experimenting, but I think i found a pretty freaking cool advanced tech. While I was recovering a couple of times, my opponent would try and jump out and get me. While I released my up+b they would go flying down and I would grab the ledge. It's happened a couple of times already. I want to control this. What I've been trying is as they are recovering, i'd jump out real quick, and while I'm still close to the ledge, I'll up+b back towards the stage. Ofcourse, you have to time your up+b so that your opponent is right next to you when you do it. Remember, your trying to hit them with it right as you start the move. I grab the ledge, while they go plummeting down to their death. I have to practice this against different characters though.
UPDATE: Confirmed that they have to be UNDER your barrels to spike them.
Side+b: ok, so this move is to good. Tis is the diddy hump. Very versatile. You can obviously grab onto them and bounce off of them spiking them down. Knowing this, the next logical step would be to use it as an edgegaurd. While they are off the stage, latch onto them, and press the jump button pushing them down ad giving you enough time to recover. You can use it to aid recovery as well. Whenever you get knoeck back, just side b so you can gain some precious distance. Finally make sure you make use of its quick second attack. simply pess an attack button while lunging to do a flying kung fu kick with decent priority.
Bananas:
Basics/Properties:These things are amazing. I believe these will be at the core of ANY pro diddy's gameplay. They are just too good. You can pick two at a time. When you throw them, you can cause knockback on your opponent. Once they are on the floor, your opponent will slip on them. I like having two bananas on the stage at once and alternating grabbing the two bananas and chucking them at your opponent.
Banana combos:
Practice with basic stuff like throw the banana, hit them, run towards them and cartwheel, pick up the banana while you cartwheel(its automatic), and throw the banana again.
The main thing with the bananas is tech chasing. After you connect, you have to try and follow up. For instance, banana throw, hit them, they roll away, and now as their finish their roll, you can techchase with a grab, with a dcusmash (Dash Canceled Up Smash), with a dash attack, with another smash, with a properly timed dair for combos, with another banana if the situation allows it, etc.
banana guarding: as your opponent is recovering, throw bananas down at them to try and mess up their recovery.
other uses: Just another tidbit. Bananas are also cool, because there is always the chance that your opponent will slip into the banana again. This is because when your opponent slips, the banana goes shooting out from under them, if they roll into it, they can slip again. When you add two bananas into the mix, you can really lock up their options and put a lot of pressure on them.
IV. VIDEO:
My "diddy vids" thread
http://smashboards.com/showthread.php?p=3819526#post3819526
This is my diddy video section. I will use this section to show you what I'm talking about.
Also, by clicking the main link to my "diddy vids" thread, you will have access to many random diddy vids. The link is going to focus more on my personal diddy vids though.
well, stay tuned, for newer versions and updates.
...peace
-hiro