Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
as for Approaching. Mix this up. Always approaching the same way is really predictable and can lead in punishment. Sometimes going for the worst option is the best because no one really expects it. you can go for sideB with or without banana,Glide toss banana,sh fair,dash attack you can dash in and shield(without banana grab) or toss banana,you can jump and toss a banana, you can go for a pivot grab, you can shoot peanuts etc. You can do so much and it's basicly endless. 1 rule Do not be predictable.Hey guys couple of questions-
What do you if you opponent isn't approaching and you don't have the lead? I can't just throw nanas at them because that's free nana control for them. I normally just shoot peanuts and approach with a short hop z drop nana but it doesn't seem to be effective.
I'm also having trouble controlling two nanas. Particularly after my opponent has been KOd and I pull out a second nana. Do you guys just keep throwing them around even if the opponent isn't close to you?
Thanks in advance.
you want to DI to the upper corner because that will make your flight though the air longer. You can do this by mashing the C-stick and holding the control stick. Not in exactly the same direction because that will result in the game only reading 1 of the 2 imputs. useualy you want to mash C-stick up+left/Right and you want to hold the control stick up+left/right. But like I sed not in the same direction. you can also use Monkeyflip as a momentum cancel.To add to that question, how do I DI and momentum cancel with diddy?
To me Diddy became more fun the more I began to play him. Not only because I understand the character more, but also cause of gaining better control and understanding of how the bananas effect each chars gameplan as well as how it can effect people psychologically. Also having something that not only you but your opponent have to interact with on stage I find to be really interesting.Does Diddy get more fun the more you play him?
Sounds like a silly question, but I ask because I'm considering picking him up because I like the character, but I find him really awkward to play because I'm not familiar with him. My current main (Bowser) was awkward for me at first, but now he's fun once I become comfortable with him.
I'm basically wondering if the same thing will happen with Diddy. If he becomes a lot more fun once you are familiar with his movement, his mix ups, controlling two nanas etc.
I was also thinking about playing with only one nana when I want to play for a timeout or about to be KOd. The reason is that in these situations, I just wanna be as safe as possible, whilst racking on a little damage. The one nana idea is that they're less likely to get control of one (or two nanas) if something goes wrong and could use your nanas to turn the tide against you. Just wanna know what you guys think.
Thanks in advance.
Move staling ,as far as I know, works as such. The game records the last 10 moves that you have used that has hit something. The more times a move is on this list, the more it stales. To refresh moves, you basically stale other moves and force the move you want refreshed, off of the list. Moves like marths dancing blade (side B) is great for this as you can easily combo 4 seperate hits of it , each hit taking its own spot on the list. Do this twice, plus say a grab and a pummel, all his other moves are now refreshed. In our case a usmash can work nicely to refresh moves a bit, or just doin a few pummels before a throw could help. To know if a move is stale youll just have to keep track of which moves you have used that have hit something (opponent, castle siege statues, warios bike, smashville balloon, etc.)I would like to ask how many times can you use a move before it's stale?
How would I know if it's stale, and how do I refresh it?
And btw: is this thread gonna be completed?
www.smashboards.com/showthread.php?t=307860
In that first scenario, wouldn't it just be better to leave the nana on the ground so the opponent slips on it?Dribbling could also be used to quickly avoid moves you predict coming at you simillar to how wavedashing is used in melee. You believe your opponent is about to throw out a move your just barely within range of, dribble back, the move whiffs, then get a banana toss punish immediately after. You can also use it if you see someone in their shield and believe they may spotdodge when your close to them (in anticipation of a side B grab or if they try to use spotdodges to avoid attacks often, yoshis will do this due to having the worst OoS options) Dribbling can also lead into a banana infinite or single naner lock.
As for double dribble its more of just "I can do this when Im bored during respawn" sort of thing, but technically it would also save a slight amount of time on the banana timers so they wont dissapear as fast since they wont be on teh ground the entire time but thats really minimal stuff.
Yeah good point. What I meant was of the opponent was grounded and did an attack which extended their hurtbox into the nana.Not sure what you mean, if your talking about if the opponent is falling in with an aerial, if they do the aerial late, the attack will not only hit you but pick up the banana if you left it on the ground.
Ah, well in general I meant if you had the banana in hand already, in that case yeah you would just leave the naner there on the ground.Yeah good point. What I meant was of the opponent was grounded and did an attack which extended their hurtbox into the nana.
What I meant was that you do a backward glidetoss with a dthrow, so that you retreat, and they slip on the nana when they extend their hurtbox.Ah, well in general I meant if you had the banana in hand already, in that case yeah you would just leave the naner there on the ground.