=)@MePlz
Smash Apprentice
Welcome to the Monkey Flip Guide!
*Before I start, let me say that I am not a professional player at Diddy Kong. I am average at best. This is a general thread and I am open to any info on Monkey Flip. Thank you for your time reading this guide.
Any questions, PM me.
What is the jabbering of this "Monkey Flip" and "Diddy Hump" stuff?
Monkey Flip is Diddy Kong's Side-B move and his one of his recovery moves, along with Rocket Barrel Boost. It ranges in damage: 10%, 12%, 14%, and 15%. After using Monkey Flip, you can press the B or A buttons to go into a fighting pose, similar to some Chuck Norris movie. Therefore, the kicking animation will be called the Norris. Well, in this post it will be. The time opening for using this epic kick is the almost the entire animation of Monkey Flip. If you don't press A or B, then you can latch onto the opponent, called the infamous Diddy Hump. If you still don't get it, just read on. I think you'll get the idea of it.
Abbreviations
DH: Diddy Hump
D3: King Dedede
The Norris
Personal View
I think the Norris is similar to a sex kick, because of...
In general, I don't use this as much as my naners. Wait... who does? It's not a bad move, has decent priority, and has pretty good range. It's not that hard to shieldgrab, but it depends on your opponent. Don't become predictable with this move.
Variations
If you want more damage and knockback at 14%, press A or B close to the opponent. However, some characters can shieldgrab you before you Norris them (D3). If you want 10%, then use it at any time with a reasonable length away from you opponent. Lastly, you can get 12% in between the other two percents. The timing is important though.
Diddy Hump
Personal View:
The Diddy Hump (DH for short) is a lot more useful then the Norris. It does 10% or 15%, and it goes well with combos and techniques (explained later). The DH is great.
Variations
The DH can be varied by range, damage, and the height of the jump of the grab release. Here's how:
Range
Similar to your bananas, Diddy can change the range of his DH by how hard you flick the controller. Go ahead, go into Training Mode and try it! It makes as difference, and it's great to make your DH unpredictable. However, the range of actual attack is lower; but you can follow this up jabs, grabs, etc. Explained later.
Damage
DHGR
The DHGR stands for Diddy Hump Grab Release. These are fundamental for DH spikes. I'll explain combos and followups soon.
*Before I start, let me say that I am not a professional player at Diddy Kong. I am average at best. This is a general thread and I am open to any info on Monkey Flip. Thank you for your time reading this guide.
Any questions, PM me.
What is the jabbering of this "Monkey Flip" and "Diddy Hump" stuff?
Monkey Flip is Diddy Kong's Side-B move and his one of his recovery moves, along with Rocket Barrel Boost. It ranges in damage: 10%, 12%, 14%, and 15%. After using Monkey Flip, you can press the B or A buttons to go into a fighting pose, similar to some Chuck Norris movie. Therefore, the kicking animation will be called the Norris. Well, in this post it will be. The time opening for using this epic kick is the almost the entire animation of Monkey Flip. If you don't press A or B, then you can latch onto the opponent, called the infamous Diddy Hump. If you still don't get it, just read on. I think you'll get the idea of it.
Abbreviations
DH: Diddy Hump
D3: King Dedede
The Norris
Personal View
I think the Norris is similar to a sex kick, because of...
- Long animation
- Varying amounts of damage
In general, I don't use this as much as my naners. Wait... who does? It's not a bad move, has decent priority, and has pretty good range. It's not that hard to shieldgrab, but it depends on your opponent. Don't become predictable with this move.
Variations
If you want more damage and knockback at 14%, press A or B close to the opponent. However, some characters can shieldgrab you before you Norris them (D3). If you want 10%, then use it at any time with a reasonable length away from you opponent. Lastly, you can get 12% in between the other two percents. The timing is important though.
Diddy Hump
Personal View:
The Diddy Hump (DH for short) is a lot more useful then the Norris. It does 10% or 15%, and it goes well with combos and techniques (explained later). The DH is great.
Variations
The DH can be varied by range, damage, and the height of the jump of the grab release. Here's how:
Range
Similar to your bananas, Diddy can change the range of his DH by how hard you flick the controller. Go ahead, go into Training Mode and try it! It makes as difference, and it's great to make your DH unpredictable. However, the range of actual attack is lower; but you can follow this up jabs, grabs, etc. Explained later.
Damage
DHGR
The DHGR stands for Diddy Hump Grab Release. These are fundamental for DH spikes. I'll explain combos and followups soon.