RaynEX
Colonel RTSD
Wassap?!
I'm a Diddy/Fox mainer, and have some info to share with all you monkey mains out there.
::UPDATED:: [March21st]
Videos
-This video I made shows the Pop-Gun Cancel, and techniques I've discovered so far. It also has info regarding the Smash Banana, and Sweetspotting.
Diddy: Pop-Gun Cancel, Smash Banana, & Sweetspot trick
-Here is a video with most of the techniques I've discussed in the "Combo" section of my guide.
Diddy: Moves/Combos
-------------------------------------------
The Banana
1. The SMASH Banana (Concept by GameDragonX)
I've recently discovered that there are two ways to throw a banana. Only two distances...one being the neutral banana throw, and the other being a REALLY far one. Now when I mean far, I mean if you're standing on the ground on battlefield it will land on the top-most platform.
To do the regular banana = Press down+b
Tto do the SMASH banana = hit down+b as if you were inputing a smash attack.
The result? You'll get a mind-gaming fruit that flies TWICE AS FAR.
2. You know that you can grab your Bananas with every aerial right? Then try this:
Throw a banana, turn around and SH nair at the Banana while its still in the air. You'll be able to catch it before it hits the ground. Its a quick way to get it in your clutches for some mindgames.
3. Did you know you can throw a banana while holding one in your hand? Knowing this, its always good to try to carry one around. Throw one in your opponents path and use the other to intercept them if they try to jump over and pick the first one up. Use their predictable behavior to your advantage!
4. Courtesy of Xilez
-------------------------------------------------
The Pop-Gun
1. I've found that you can cancel Diddy's popgun, even in mid-air. The only catch is, you have to cancel it before his body starts trembling. So basically, before the popgun is fully charged. During the time when he is angling his shot, you can cancel it with either a shield, or even A GRAB.
So for example, run up to your opponent, charge or a second then grab.
MINDGAMEZ. It cancels instantaneously too, so if you're flying back from a hit that knocked you off, try charging it on your way down then hitting L, you'll immediately air dodge and most likely make a safe recovery. Hope this helps.
2. Another NEW DISCOVERY!
"The Pop-Gun Turnaround"
After playing around with the pop-gun cancel a bit. I've found that Diddy can cancel it in mid-air (WITHOUT DOING AN AIR-DODGE) by hitting a shield button on the first 3 frames of when the Gun is drawn. The cool thing is, you can do this in reverse.
Applications? Think about Sheik's reverse needle-cancel in melee. Jump at your Double jump or full hop at your opponent, or jump straight off the level at them. Reverse cancel b-air.
I know this will come in handy.
-------------------------------------------------
Diddy Tricks
1. On FD, and on many other levels, I've found it super easy to sweetspot with a reverse side+b. Its not particularly useful, but its just about as flashy as Diddy can get from the edge. Its easiest on FD...
So you basically drop down, double jump to the right (that little bent corner pocket in the side of the level), then side+b the other direction. You'll literally ride the wall and instantly sweetspot. Besides this, I've found that ledge-hopping backwards and away from the stage, then side+bing into a "flying kick" gives you some much needed priority and lagless'ness' when trying to get back on top of the stage.
-------------------------------------------------
The Fundamentals
1. All Diddy players should make a note of what moves have what kind of lag, and which are best to FF and which not to. After some experimenting, I've found some pretty informative stuff.
Diddy's Nair ---> Has virtually no lag on landing, and even if fastfalled, can almost indefinetly link to utilts at under 30% on most characters. Try using it on your way down after a full hop. If you time it properly on your way down, it will hit AND autocancel. Pretty sweet eh?
Diddy's Dair ---> Okay, so it hits people down; really, really, hard. Want to know something else? Its really really laggy if you land on the ground mid-move. The way to get your opponent with this ON STAGE, is to SH it quickly without a FF. You can jump, Dair and di round to your opponents shield to get a hit in and not get grabbed or hopefully punished. The move ends before you hit the ground (if you don't FF).
Diddy's Fair --- > Similar to the dair in terms of lag. It autocancels if you don't FF it after a SH.
So try SHing, Fair and D.I.ing in and out, JIGGLY style!
Diddy's Bair ---> By far his most abusable aerial. This move is so quick you can do double bairs in one SH. And you have aerial mobility during his SH. to say...bair and d.i. to avoid the shield grab and d.i. back in on the second bair to hit them. Its a really good idea to try to rar this move on approach as well.
--------------------------------------------
Combo/Move Variety
1. Dash attack is probably Diddy's best combo starter. At 0%, you can link together a dash attack and usmash for every hit, and a bit over 20% from the get-go. At mid-percents, try dash attack to utilt.
2. If you're holding a banana and dash attack at your opponent, you'll still hit them, and are able to throw the banana up afterwards. After doing so, you can jump and bair. Its a pretty cool combo, and I'm sure it can come in handy.
Alternate Version: Dash attack with banana in hand, throw up, follow d.i. and dair. Sometimes, they land right on the banana you threw at them, making them slip...and leaving them open for another aerial on your way down. Or, a smash. cool eh?
3. Another good combo to try at around 30-60, is dash attack to SH nair. The nair pops them up, and provides good opportunity to throw a banana behind you for some mindgames, or just jump up to them and bair. (Close to the edge, they might D.i. off, giving you a chance to dair.)
4. utilt can be stringed together consecutively, but you should already know that. Its godly, lets just leave it at that.
5. Dtilt -> grab, dtilt -> dsmash, are both good options. At high percents it hits them higher, perfect for an uair or fair.
6. Double bair works really well. In fact, if you can land two at low percents, you can link a dash attack or ftilt, depending on their d.i. Seeing as the bair has literally no lag - think of it as a 1-3 frame delay that won't hinder its comboability much. Bair isn't only for killing! Remember that.
Hope I helped, I'll be adding more in due time.
I'm a Diddy/Fox mainer, and have some info to share with all you monkey mains out there.
::UPDATED:: [March21st]
Videos
-This video I made shows the Pop-Gun Cancel, and techniques I've discovered so far. It also has info regarding the Smash Banana, and Sweetspotting.
Diddy: Pop-Gun Cancel, Smash Banana, & Sweetspot trick
-Here is a video with most of the techniques I've discussed in the "Combo" section of my guide.
Diddy: Moves/Combos
-------------------------------------------
The Banana
1. The SMASH Banana (Concept by GameDragonX)
I've recently discovered that there are two ways to throw a banana. Only two distances...one being the neutral banana throw, and the other being a REALLY far one. Now when I mean far, I mean if you're standing on the ground on battlefield it will land on the top-most platform.
To do the regular banana = Press down+b
Tto do the SMASH banana = hit down+b as if you were inputing a smash attack.
The result? You'll get a mind-gaming fruit that flies TWICE AS FAR.
2. You know that you can grab your Bananas with every aerial right? Then try this:
Throw a banana, turn around and SH nair at the Banana while its still in the air. You'll be able to catch it before it hits the ground. Its a quick way to get it in your clutches for some mindgames.
3. Did you know you can throw a banana while holding one in your hand? Knowing this, its always good to try to carry one around. Throw one in your opponents path and use the other to intercept them if they try to jump over and pick the first one up. Use their predictable behavior to your advantage!
4. Courtesy of Xilez
5. Courtesy of XilezSimple Diddy Kong Glide Tosses. I did not invent the Glide Toss just showing how it can be beneficial to Diddy.
Forward Glide Toss-
Hold Shield -> roll forward (as the shield drops, and before you begin to roll press A..this gives a simple no lag solution to getting your banana spam underway)
Backwards Glide Toss- (When you glide one way, but throw the nanner the opposoite)
**some people use A for this, I find it simpler to use the c-stick
Hold Shield -> roll backwards (As you drop shield, tilt one way, and the c-stick the other)
ex- when facing right, to slide left. Hold shield, mash directional to the left, while hitting the c-stick to the right
Here is a video showing what it should look like, combos and nanner spamming can become a huge part of Diddy mindgames with propper banana spacing.
http://www.youtube.com/watch?v=z6oaCF5y9UQ
Simply Dash away from oppenent, hit shield to to cancel dash, when you hit sheild immediatley smash the c-stick in the opposite direction you ran.
Ex: Directional left (into Dash), let go of directional stick, cancel dash with shield AND smash the c-stick to the right.
This allows for a gliding technique away from your oppenent for more seperation.
http://www.youtube.com/watch?v=GkNPY_KZdQs
.
-------------------------------------------------
The Pop-Gun
1. I've found that you can cancel Diddy's popgun, even in mid-air. The only catch is, you have to cancel it before his body starts trembling. So basically, before the popgun is fully charged. During the time when he is angling his shot, you can cancel it with either a shield, or even A GRAB.
So for example, run up to your opponent, charge or a second then grab.
MINDGAMEZ. It cancels instantaneously too, so if you're flying back from a hit that knocked you off, try charging it on your way down then hitting L, you'll immediately air dodge and most likely make a safe recovery. Hope this helps.
2. Another NEW DISCOVERY!
"The Pop-Gun Turnaround"
After playing around with the pop-gun cancel a bit. I've found that Diddy can cancel it in mid-air (WITHOUT DOING AN AIR-DODGE) by hitting a shield button on the first 3 frames of when the Gun is drawn. The cool thing is, you can do this in reverse.
Applications? Think about Sheik's reverse needle-cancel in melee. Jump at your Double jump or full hop at your opponent, or jump straight off the level at them. Reverse cancel b-air.
I know this will come in handy.
-------------------------------------------------
Diddy Tricks
1. On FD, and on many other levels, I've found it super easy to sweetspot with a reverse side+b. Its not particularly useful, but its just about as flashy as Diddy can get from the edge. Its easiest on FD...
So you basically drop down, double jump to the right (that little bent corner pocket in the side of the level), then side+b the other direction. You'll literally ride the wall and instantly sweetspot. Besides this, I've found that ledge-hopping backwards and away from the stage, then side+bing into a "flying kick" gives you some much needed priority and lagless'ness' when trying to get back on top of the stage.
-------------------------------------------------
The Fundamentals
1. All Diddy players should make a note of what moves have what kind of lag, and which are best to FF and which not to. After some experimenting, I've found some pretty informative stuff.
Diddy's Nair ---> Has virtually no lag on landing, and even if fastfalled, can almost indefinetly link to utilts at under 30% on most characters. Try using it on your way down after a full hop. If you time it properly on your way down, it will hit AND autocancel. Pretty sweet eh?
Diddy's Dair ---> Okay, so it hits people down; really, really, hard. Want to know something else? Its really really laggy if you land on the ground mid-move. The way to get your opponent with this ON STAGE, is to SH it quickly without a FF. You can jump, Dair and di round to your opponents shield to get a hit in and not get grabbed or hopefully punished. The move ends before you hit the ground (if you don't FF).
Diddy's Fair --- > Similar to the dair in terms of lag. It autocancels if you don't FF it after a SH.
So try SHing, Fair and D.I.ing in and out, JIGGLY style!
Diddy's Bair ---> By far his most abusable aerial. This move is so quick you can do double bairs in one SH. And you have aerial mobility during his SH. to say...bair and d.i. to avoid the shield grab and d.i. back in on the second bair to hit them. Its a really good idea to try to rar this move on approach as well.
--------------------------------------------
Combo/Move Variety
1. Dash attack is probably Diddy's best combo starter. At 0%, you can link together a dash attack and usmash for every hit, and a bit over 20% from the get-go. At mid-percents, try dash attack to utilt.
2. If you're holding a banana and dash attack at your opponent, you'll still hit them, and are able to throw the banana up afterwards. After doing so, you can jump and bair. Its a pretty cool combo, and I'm sure it can come in handy.
Alternate Version: Dash attack with banana in hand, throw up, follow d.i. and dair. Sometimes, they land right on the banana you threw at them, making them slip...and leaving them open for another aerial on your way down. Or, a smash. cool eh?
3. Another good combo to try at around 30-60, is dash attack to SH nair. The nair pops them up, and provides good opportunity to throw a banana behind you for some mindgames, or just jump up to them and bair. (Close to the edge, they might D.i. off, giving you a chance to dair.)
4. utilt can be stringed together consecutively, but you should already know that. Its godly, lets just leave it at that.
5. Dtilt -> grab, dtilt -> dsmash, are both good options. At high percents it hits them higher, perfect for an uair or fair.
6. Double bair works really well. In fact, if you can land two at low percents, you can link a dash attack or ftilt, depending on their d.i. Seeing as the bair has literally no lag - think of it as a 1-3 frame delay that won't hinder its comboability much. Bair isn't only for killing! Remember that.
Hope I helped, I'll be adding more in due time.