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HOO HAA TO VICTORY - Diddy Kong Guide (Work in Progress)

Game Versions
Smash 3DS, Smash Wii U
THE ULTIMATE DIDDY KONG GUIDE!

Diddy Kong.png



Source: http://kuroganehammer.com/Smash4/Diddy Kong


Frame Data: http://kuroganehammer.com/Smash4/Diddy Kong


Move Review


Jab - 1/10


This move is pretty bad and should almost never be used, although it has gotten buffs it's still useless. The only purpose of this move is to land the 2nd and finishing jabs.


F-Tilt - 3.5/10


This move is very situational and its main purpose is to jab reset…. and thats it.


U-Tilt - 5/10


This move is AMAZING on faster fallers and heavy characters (so godly on Ryu). It can be used as a good combo starter often leading into many aerials (on heavy/fast falling characters). Although on light weight characters it typically only connects with an U-Air.


D-Tilt - 9.5/10


D-tilt is an incredible move it is the ultimate setup tool (along with banana, but we will get to that later), it setups with basically anything but the most effective are grab, U-Smash and banana (I will not go into these in detail as it is for the later section of the guide).


D-Smash - 6.5/10


This move is good for tech chase situation it is powerful, covers a lot of ground and has 2 hitboxes the 1st being the weaker one and the finisher being the stronger one. But if you miss the D-Smash you will be taking one yourself.


F-Smash - 6.5/10


This move is a slightly less risky version of D-Smash but trades power for less lag. This move is great for catching opponents mistakes without the risk of getting punished (you can still get punished for not using this move proper as with all smash attacks, although if you position yourself correct your chances of getting punished is minimised).


U-Smash - 10/10
Author
NextPain
Views
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First release
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Rating
1.00 star(s) 2 ratings

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D
This is not a guide, it's your opinion on his attacks. It's not even goddamn complete.
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