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New Smash Bros for WiiU

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Yep.

HF isn't posting? Weird. He usually replies to the competitive related topics.

Regarding movesets again, you think Diddy's specials need to change a little?

@Crimson: LOL
 

nLiM8d

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Try a lot, Diddy doesn't quite feel like the authentic to me in his current smash form.

oh you kids and your callouts...
 

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謹賀新年!
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lol I just finished watching the newest Robot Chicken, this episode makes fun of both the Mario and Halo series.

Anyway I do think Diddy should change a little bit.
 
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His bananas should stay.

His neutral B should be faster and aimable.

His upward B should be like ROB's

I'm fine with his Forward B.
 

Kantrip

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It's hard to make a character feel authentic when you need to fill their moveset. The simplicity of the DKC platformers really doesn't lend well to an entire moveset.
 
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The only thing that's not-so authentic with Diddy is his specials. Well... His Up B and Neutral B mostly. I'm fine with his bananas and his monkey flip attack.
 

nLiM8d

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There must be some disjoint in the concept of 'filling' then, if that is the final goal.

Its strange how his cutscene representation leans more towards his personality more than his moveset does.

Also, what's that you say B?
 

yani_

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The only thing I'd personally like would be to get rid of the bananas and have him throw an orange grenade instead, but other wise everything else seems fine.
 

Kantrip

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His rocket barrels and his popguns come directly from DK64. If anything is out of character for them, it is mechanically rather than conceptually.
 
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Neutral B should fire faster. Never mind about it being aimable. It would be cooler if he pulled out 2 peanut pop guns and shoot them both at the same time rapidly. His rocketbarels should work like ROB's up B recovery.

Diddy is a cool character though. I like his ground game playstyle. It's like Snake's except Diddy is more mobile.
 

Kantrip

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I agree with that. I do like how Diddy's popguns are cancellable, though. It really lends well to the whole "whimsically mobile" concept they had going. I think only the Up B ruined it. Something akin to ROB's would have been cooler, I agree.
 

TheFirstPoppyBro

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Honestly, I'd like to know where the Monkey Flip came from. It's like, you're walking around, when all of a sudden, monkeys are hurling themselves at your face. What the watermelon, dood?

:phone:
 

Kantrip

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Do you mind if we explore the meaning of this statement?
Uhh... sure lol.

I just mean the moves themselves were the right concept: they come from a cannon appearance of Diddy Kong and they are integral to him as a character. The area where they lack is in execution of design. They just feel off.
 
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Honestly, I'd like to know where the Monkey Flip came from. It's like, you're walking around, when all of a sudden, monkeys are hurling themselves at your face. What the watermelon, dood?

:phone:
Donkey Kong Country

Also, there it goes again with the place holder posts. This time, it's Bkupa.
 

nLiM8d

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I think I know exactly how you're feeling about that.

Now that I think about it, Diddy's movements were never quite that burst oriented. Fast of course, but fluid by original design.

@Monkey Flip: I must have not played enough DKC, cuz I've never seen that.
 

Kantrip

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I think I know exactly how you're feeling about that.

Now that I think about it, Diddy's movements were never quite that burst oriented. Fast of course, but fluid by original design.
Yeah. When you play through the Donkey Kong Country games, you just get a feeling of fluidity. That's exactly it.

Like, you roll off a cliff and then can jump right out of it. Things just seem to flow together. This is what I feel was lacking from Donkey Kong Country Returns. Everything just felt so... heavy.

In Brawl it's that Diddy is so jerky with his movements. Like, he'll charge his barrels and then BAM! Or he's at rest and then SIDE-B!
 

SmashChu

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The Monkey Flip came from Donkey Kong Country?
I think I know exactly how you're feeling about that.

Now that I think about it, Diddy's movements were never quite that burst oriented. Fast of course, but fluid by original design.

@Monkey Flip: I must have not played enough DKC, cuz I've never seen that.
I think the origins of the move is that Dixie would throw Diddy (and probably vice versa). When the idea from them being together was dropped, he kept the move. It might be in the games because that is what the characters actually did.
 

Kantrip

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Yeah actually Chu that is likely, as I know that no kongs had that ability on their own. Now that you mention it though, the movement does remind me somewhat of the trajectory of a thrown kong.
 

nLiM8d

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I think you're on to something Chu,

and as much as you guys might cringe to hear me say this, it gives me hope for Dixie

I'LL LEAVE IT AT THAT.
 

Starphoenix

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I'm sorry, I just like to poke fun at people and be very blunt.

I felt I should apologize if it's aimed at me or not.
It was not directed at you, I was responding to several other users who were squabbling a few pages previously. I've seen a great deal of snarky behavior from several people. Which is really unnecessary.
 

nLiM8d

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Just you wait for BPKuppa to come around

Oh, Heya starwise

I've seen a great deal of snarky behavior from several people. Which is really unnecessary.
It's on topics like these that the human side of things begins to take over everyone's posts and exposes everyone for who they really are.
Preach fella
 

TheFirstPoppyBro

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Well, I gotta go. Got school in the morning. *yawns* See you all tomorrow.

:phone:
 

MechaWave

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Damn this thread sucks. I see the reactions to Chu's posts and I just need to take a load off.

I'll be back in ~100 pages and maybe it'll get better.
 
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@Star: What's weird is that the ones who had a bit of a fight are Kuma, Chu and KrystalBound. All of them are long time members/vets.

About DK, I want K Rool but I'd be fine with Dixie also.

@Mecha: Yo
 

Kantrip

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You know what would be cool? If a Dixie and Diddy tag-team was implemented that didn't short change Diddy's current playstyle. This would stay true to Sakurai's philosophy of not altering movesets too much after implementation.

Down B to switch between the Kongs (while one is active the other is not shown, but the switch shows one tag-teaming the other in DKC2 style).

In this regard they would play like Sheik and Zelda. They get their own playstyles, their own matchups, their own tier list position.

But Dixie Kong would get the Banana pull (as a neutral B probably [oh no kirby :laugh:]).

How I envision it in a perfect world is that Diddy Kong is a lot better at using bananas, but you need Dixie to pull them out. Dixie would also have a better recovery using her hair, and be better at killing. The resulting playstyle? Switching back and forth a lot. Finally a character that supports this without forcing it (:pt:)
 

yani_

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I was watching the old DKC tv series episodes on youtube before. Forgot how funny it was. Especially King K.Rool & Klump

:phone:
 
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