The Diddy Kongpendium: ATs, Must Reads, and More

Ingulit

Ing-u-lit
Joined
Feb 29, 2008
Messages
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Location
Huntsville/Tuscaloosa, AL
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-=- THE KONGPENDIUM -=-
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Diddy Kong's ATs, Must Reads, and More
SWF V. 2.1


Welcome to the Kongpendium, the amalgamation of all of Diddy Kong's known techs, glitches, and threads all Diddy mains should read. Also included is a dictionary of the terms the Diddy Kong board uses for you to reference as you navigate these techs and threads. It is my goal to keep this thread up-to-date with the latest and greatest threads and discussions, and it is my hope that all Diddy newcomers see this as their starting point for joining the community.

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-= Table of Contents =-
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1)
Updates

2) Really Important Threads

3) Terminology

4) Advanced Techs and Strategies

5) Glitches

6) Must-Read Threads

7) Credits

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-= Updates =-
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6/3/09

- Thread started
- AT: Added 'Monkey Flip Kick Cancel'
- AT: Added 'B-Boosting Monkey Flip and Banana Pull'
- Name of thread changed


6/6/09
- AT: Added 'Reverse Jump-Canceled Barrel Cancel'

6/9/09
- Term: Clarified 'Instant Throwing'
- Term: Added 'Stutter Stepping'
- AT: Added 'Stutter Stepping'


6/11/09
- Revised the Updates section
- Thread: Added AlphaZealot's "Diddy Kong on Get Better Fast"
- Glitch: Added the Banana Sliding glitch
- Term: Added 'Shield Grabbing'
- Term: Added 'Banana Choke'


6/13/09
- Changed the color scheme
- Moved to SWF V. 1.1 with format update


6/17/09
- Thread: Added Teneban's "Diddy Kong Board Xat"
- Thread: Added AvaricePanda's "Situational Tricks Thread"


6/24/09
- Thread: Added AvaricePanda's "*NEW* Single Naner Lock Guide!"

6/26/09
- Thread: Added Bellioes and 4RCE's "The General Diddy Guide"

7/1/09
- Thread: Removed Bellioes and 4RCE's "The General Diddy Guide" because it became a sticky

7/3/09
- Added pictures and re-formatted the section titles for clarity
- Moved to SWF V. 2.0 with format update


7/22/09
- Thread: Added Ingulit's "Potassium Overdose: What opponents can really do with our Bananas"
- Term: Added 'Double Dropping'
- Term: Updated 'Banana Choke'
- AT: Added 'Double Dropping'
- AT: Added 'Shield Bounce'


8/13/09
- Fixed some formatting issues

8/20/09
- AT: Added 'Instant Throwing'

9/1/09
- Fixed some formatting issues, particularly fixing "Monkey Flip" being called "Diddy Flip"

9/8/09
- AT: Added 'Dodge Dropping'

9/9/09
- Fixed the credits for 'Dodge Dropping'
- Fixed some formatting issues, particularly making the line spacers invisible


10/1/09
- AT: Added 'Instant Wall Jump'

10/2/09
- Posted on AiB to bring thread to AiB V. 1.0
- Thread is now SWF V. 2.0


11/7/09
- Thread: Added Dekar173's "Ledge Options"
- Thread: Added Jokes's "The Banana Slide Stage Specific Guide"


12/26/09
- Term: Added a warning to the RBPG term
- AT: Added some clarification to the Monkey Flip Kick Cancel AT


1/11/10
- Thread: Added ADHD's "ADHD's Guide: Ultimate Defense vs. Tornado 100%"

1/25/10
- Fixed some grammar and wording issues
- Term: Added 'SNL' as an often used abbreviation to Single Banana Lock
- Thread: Added Ingulit's "Got nobody to play? A list of things you should practice by yourself"


4/25/10
- Term: Added 'Perfect Single Banana Lock'
- Term: Added 'BDACUS'
- Term: Added '#-Throw'
- AT: Added 'Perfect Single Banana Lock'
- AT: Added 'BDACUS'
- Thread: Added Dime's "Diddy Kong's Total PSNL Guide! by Dime"
- Fixed: Removed some poor wording from the 'Double Drop' AT


5/4/10
- AT: Revised 'Popgun Canceling'
- AT: Revised 'Banana Lock'
- Fixed: Some formatting issues


12/1/10
- Term: Added 'Platform Canceling'

6/18/11
- Thread: Added Ingulit's "Stage Ban Quick Reference"

- Term: Removed 'RBPG'
- Fixed: Color scheme issues
- Moved to SWF v2.1 with format update


6/23/11
- Thread: Removed AlphaZealot's "
MLG'S Get Better Fast: Diddy Kong" due to broken links

4/2/12
- Format: Added "Really Important Threads" section
- Thread: Added Player-1's "Diddy Kong's Frame Data"
- Thread: Added Player-1's "Diddy Kong Video Guide Covering Every AT"
- Thread: Added Ingulit's "The NEW Diddy Community General Guide"
- Thread: Added Ingulit's "All of Diddy's Hitbubbles"


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-= Really Important Threads =-
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Diddy Kong's Frame Data
http://www.smashboards.com/showthread.php?t=290226


All of Diddy's Hitbubbles
http://www.smashboards.com/showthread.php?t=273438


The NEW Diddy Community General Guide
http://www.smashboards.com/showthread.php?t=307860


Diddy Kong Video Guide Covering Every AT
http://www.smashboards.com/showthread.php?t=315625


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-= Terminology =-
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"Which Nana are you again?"

In order to prosper in the Diddy community, you have to know what everyone is talking about--this list of Diddy's common acronyms and terms should help you jump right into conversation. Some of the terms are names for advaned techs that are described later; they are introduced now so that you can get a grasp of the concept behind the terms to help you into discussion. I will update this as new terms (or terms I’ve overlooked) are brought up, or when the community feels a better definition could be given to one of the terms.

GLIDE TOSSING

  • Glide Tossing- an advanced technique where one cancels a Roll into an item throw--for the Diddy community, that is usually a Banana--to achieve a small slide while throwing the item. (NOTE: Diddy's Glide Toss is "small"; other characters have ones that travel large portions of Final Destination in one Toss) See GT
    .
  • GT- acronym for Glide Tossing
ANOTHER NOTE ON GLIDE TOSSING

There is no set standard on how to say "I am Glide Tossing my Banana upward while sliding forward" in a convenient way. A few methods that you may run across have been proposed (D indicates the direction of the slide and B indicates the direction the Banana is thrown):

  • GT D-B- Examples would be GT f-b to Glide Toss, slide forward, and throw backward; GT b-u to Glide Toss, slide backward, and throw upward
    .
  • DBGT- Examples would be fbGT to Glide Toss, slide forward, and throw backward; buGT to Glide Toss, slide backward, and throw upward
DRIBBLING
  • Dribbling- the act of chaining multiple Downward Glide Tosses of Bananas as a form of movement. See: Double Dribble, Single Dribble, Pivot Dribble
    .
  • Double Dribble- done with two bananas, the act of Downward Glide Tossing a Banana towards another nearby Banana and then Downward Glide Tossing that Banana back towards the first. This is typically done multiple times.
    .
  • Single Dribble- done with one banana, the act of Downward Glide Tossing a Banana backwards and picking the Banana back up during the sliding animation. You can continue to Downward Glide Toss the Banana backwards as a form of movement.
    .
  • Pivot Dribble- the act of Downward Glide Tossing a Banana forwards, turning around during the sliding animation, and picking the Banana back up.
MONKEY/DIDDY FLIP

Note: Monkey Flip and Monkey Flip Kick are sometimes called Diddy Flip and Diddy Flip Kick respectively.

  • Monkey Flip- Another name for Diddy's Side-B. See Monkey Flip Kick, Diddy Hump
    .
  • Monkey Flip Kick- the act of pressing an attack button during Diddy's Side-B to initiate the flying kick attack.
    .
  • Diddy Hump- term for when Diddy latches onto the opponent during his Side-B. See DHGR
GRABS

  • GR- acronym for Grab Release, or not throwing an opponent after Grabbing them. Not to be confused with the next term.
    .
  • DHGR- acronym for Diddy Hump Grab Release, the act of not slapping or jumping off the opponent after latching on with Diddy's Side-B. May also refer to the combo DHGR > Footstool which works on many characters (which really deserves its own name).
    .
  • PG- acronym for Pivot Grab, the act of Grabbing while in the turning around animation. These kinds of grabs have longer range than normal grabs.
    .
  • BPG- acronym for Boosted Pivot Grab, the act of canceling the animation of a Dash Attack into a Pivot Grab such that you slide for a bit, giving you more range. See RBPG
Z-TECHNIQUES

  • Z-Catching- the act of pressing a Grab button (default Z on Gamecube controllers) in the air to pick up a Banana with very little lag.
    .
  • Z-Dropping- the act of pressing a Grab button (default Z on Gamecube controllers) in the air while holding a Banana to drop it with very little lag.
BANANA LOCKS

  • Banana Lock- done with a Banana in hand and one nearby, the act of Forward Glide Tossing a Banana at an opponent, picking up a Banana on the floor, throwing it at your opponent, picking up the first Banana, Forward Glide Tossing it at the opponent, and so on alternating Forward Glide Tosses and regular throws until the edge of the stage. Sometimes called Double Banana Lock.
    .
  • Single Banana Lock- the act of Short Hopping above a grounded opponent, throwing a Banana downward to make them trip, and catching the Banana as it bounces back up with a Fast-Falled D-Air which causes you land with little lag, allowing you to Short Hop again. This can be done over and over, hence the "Lock" term. The acronym commonly used for this is "SNL" rather than "SBL" because this is usually referred to as the "Single Nana Lock."
    .
  • Perfect Single Banana Lock- this is a lock similar to the SNL, but that utilizes Footstooling as well as Banana trips. Other characters can do this to us, too. See below for the in-depth description. The acronym commonly used for this is "PSNL" rather than "PSBL" because it is usually referred to as the "Perfect Single Nana Lock."
CANCELING

  • Barrel Canceling- the act of charging Diddy's Up-B as he is about to be hit by an attack or projectile (most commonly a Banana the opponent has taken control of) which will send the barrels flying and hopefully exploding on your opponent for massive damage. Can also refer to running up to or jumping on top of a Banana under an opponent's control and charging Diddy's Up-B, achieving the same effect.
    .
  • Popgun Canceling- the act of canceling Diddy's Neutral-B move with the Shield button; in the air, this is done with no lag if canceled immediately (otherwise it will cancel into an Airdodge). This can be reversed and Momentum Shifted in the air or canceled into a Glide Toss or Roll on the ground.
    .
  • Platform Canceling- the act of jumping through a moving platform and pressing Down on the Control Stick or C-Stick at the right time. When done properly, you will immediately cling to the platform with no lag (in other words, you will immediately go from being in the air to standing on the platform).
MISCELLANEOUS

  • Shield Bouncing- the act of Shielding when a Banana is thrown at you and Full Hopping to Z-Catch the Banana after it bounces off your shield. The term is also used to refer to catching a Banana in this fashion that you threw against an opponent's shield.
    .
  • Instant Throw- the act of Air Dodging when near a Banana to pick it up and immediately throwing it in the air, such that it is barely noticeable that you picked up the Banana at all. Used often when jumping through a platform, Air Dodging through a Banana on it to pick it up, and immediately throwing it (a common occurrence when Banana Locking someone on Battlefield, for example). This also refers to Air Dodging into a Banana on the ground and immediately throwing or Glide Tossing it.
    .
  • Double Drop- a term stemming from Home Run Contest, Double Dropping is the process of Z-Dropping a Banana on an opponent and immediately Instant Throwing the bounced Banana downwards back on top of the opponent's head.
    .
  • Banana Choke- a term used to describe the situation where you grounded Grab-Release an opponent into a Banana, making them trip. This was at one time thought to be a chaingrab if done over and over, but this has since been found false. The term still sticks.
    NOTE: Ganondorf has a Banana AT called the Banana Choke; be careful not to confuse them.

    .
  • Nana- a commonly used term to refer to a Banana, as oppose to the Ice Climber sharing the same name
    .
  • Cartwheel- a term sometimes used to refer to Diddy's Dash Attack stemming from his previous video games.
    .
  • BDACUS- acronym for Buffered Dash Attack Canceled Up-Smash, the act of buffering a Dash Attack and an U-Smash during another animation so that the Dash Attack is canceled into the U-Smash at the first possible frame. This sends Diddy flying across the stage while performing an U-Smash.
GENERAL BRAWL

  • Stutter Step- a term to describe the process of canceling your initial dash into an F-Smash, making you "step" forward or backward and giving you longer range.
    .
  • OoS- acronym for Out of Shield, a phrase typically used after an attack or action denoting that it should be done after dropping your shield. Examples are Grab OoS, Up-B OoS, etc. Also referred to as OOS, Oos, or oss.
    .
  • Shield Grabbing- another term for a Grab OoS
    .
  • DA- acronym for Dash Attack
    .
  • AD- acronym for Air Dodge
    .
  • #-Air- acronym for *Direction* Aerial (F is Forward, B is Backward, D is Down, U is Up, and N is Neutral)
    .
  • #-Tilt- acronym for *Direction* Tilt (F is Forward, D is Down, and U is Up)
    .
  • #-Smash- acronym for *Direction* Smash (F is Forward, D is Down, and U is Up)
    .
  • #-Throw- acronym for *Direction* Throw (F is Forward, D is Down, and U is Up)

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-= Advanced Techs and Strategies =-
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Glide Toss

Advanced Techs are, by definition, things you can do in the game that the developers did not intentionally put in there. Strategies are considered to be good implementations of the tools given to us in ways the developers likely did not anticipate. Diddy, thanks to his bananas, is a character with many technical abilities, most of which need to be mastered to use Diddy at high levels of play. Some are basic, like Glide Tossing; others, like Single Banana Locking, are quite difficult and are not typically seen very often, though they are effective. Getting your tech skill down with these and learning how to apply them is the first step to becoming a better Diddy player.

- Smash Banana and Smash Monkey Flip
Much like regular Smash attacks vs Tilt attacks, Diddy's Down-B and Side-B moves behave differently depending on if you smash the control stick or tilt/hold it. For the Banana Pull, a regular Down-B will give the Banana a low arc and less time in the air; a smash Down-B will send the Banana on a much higher arc and it will take more time in the air. For the Monkey Flip, a regular Side-B will send Diddy on a shorter (distance) and slightly higher (height) arc; a smash Side-B will send Diddy on a farther (distance) and slightly shorter (height) arc, and Diddy will travel much faster.
To quote the Comprehensive Guide to ATs, Discoveries and Glitches on Smash Banana Pulls:
– Smash Banana
How to Perform: Execute a Down-B to draw a banana with the same joystick speed you would use to perform a D-smash.
Effect: Banana is thrown twice as high and a little bit farther than if it were plucked via a "tilted" Down-B.
OP: http://smashboards.com/showthread.php?t=155266
- Monkey Flip Kick Cancel
Credit goes to NinjaLink
http://smashboards.com/showthread.php?t=181072
This technique is the canceling of Monkey Flip Kick's landing lag by Airdodging before you hit the ground (much like L-Canceling from Melee). You can also Jump before landing to follow up the Kick.

Because there isn't a very good guide on this technique, this is how you perform it. First, you need to practice using the Monkey Flip and Kicking ASAP; eventually you'll get the kick out before Diddy makes a sound (sort of like a "silent" kick; he'll make a satisfying "fwoosh" noise if you do it right). To Monkey Flip Kick Cancel, you MUST perform this "silent" kick; otherwise the Kick animation will last too long for you to do anything before you hit the ground. It takes practice to get the timing down, but it's not terribly difficult. Learning how to use the low lag from Airdodging into the ground is the hard part (or knowing when to Jump out of it, which is sometimes more helpful while chasing your foe).
To quote NinjaLink's thread Diddy Techniques:
U can cancel the lag of the kick if timed properly. Its basically L-cancelling but u have to land with the airdodge and not the kick.
- B-Boosting Monkey Flip and Banana Pull
Credit goes to NinjaLink

http://smashboards.com/showthread.php?t=181072
B-Boosting is the technique of using a B (Special) move as you are running off a platform to get a horizontal boost; Mario's Cape Boosting is one of the most famous examples. Diddy can get a B-Boost with his Side-B (Monkey Flip, which is helpful for edgegaurding) and his Down-B (Banana Pull, which can be used to put a Banana on the stage or a platform as you run off).
To quote NinjaLink's Diddy Techniques thread:
Monkey Flip and Banana Toss Boost and Semi-Boost

When you use those moves, it'll extend the distance of it. As for the Semi-boost, if u dash attack off stage and TAP down and b not HOLD down and b the banana will land on stage. if u HOLD it it'll hit the wall and go straight down which will work if anyone has to come straight to grab the ledge.
- Stutter Stepping
http://www.smashboards.com/showthread.php?t=187873
Stutter-Stepping is the process of canceling an initial dash into a F-Smash. This can be done both forwards and backwards, meaning you can dash forward into an F-Smash for longer range or backwards into an F-Smash to retreat. This is used for spacing and for continuing combos.
To quote the Comprehensive Guide to AT's, Discoveries and Glitches:
- Stutter Stepping
How to Perform Stutter Step: Initiate an Initial Dash in the direction you want to F-smash, then (1) VERY QUICKLY press the opposite direction you are travelling on the joystick and (2) do an F-smash in the direction you were originally facing.
Effect: This makes the character slide forward slightly before performing his F-smash, thereby extending it. To do a shorter-range version, leave out the initial dash at the beginning.
- Glide Tossing
Credit goes to several people including Ikki and I.T.P for bringing it to light, as well as Jewdo for his short explanation.
http://www.smashboards.com/showthread.php?t=187873
Easily the most important tech for a Diddy player to learn, Glide Tossing allows you to slide around the stage while throwing Bananas. It is used for general movement, spacing, and for mindgames in general. This is an immensely helpful tech for Diddy players. Note that Diddy has a relatively short Glide Toss compared to a few other characters.
To quote the Comprehensive Guide to AT's, Discoveries and Glitches:
- Glide Tossing
How to Perform: Initiate any roll while holding an item, then throw the item before the roll animation begins. You can use the C-stick to throw the item in any of the four cardinal directions instead of just pressing A for a forward throw.
Effect: Character slides in the direction of the would-be roll and tosses the item. Distance traveled differs based on character and several other factors. See "In-Depth Analysis" link for variations and distances.
OP:http://smashboards.com/showthread.php?t=141858
Analysis: http://www.smashboards.com/showthread.php?t=154982
Distances List: http://www.smashboards.com/showthread.php?t=172861
- Weak Glide Toss
Credit goes to Supermodel From Paris, Jihnsius, and Ingulit
http://www.smashboards.com/showthread.php?t=229625
There is another kind of Glide Toss that many don't know about, and that is the Weak Glide Toss. Essentially, it is a normal forward Glide Toss except you throw the Banana the distance of your standing (non-smashed) throw; that just means you don't throw it as far. This lets you catch up to your Banana faster (even pick it up before it hits the ground by using your Dash Attack!) and enables you to control your Banana placement even further. I recommend the videos in the following quote for clarification.
To quote Supermodel from Paris's thread New ATs: Glide Drop, Weak Glide Toss, and More:
Weak Glide Tossing:
As it turns out, some characters create items that cannot be dropped, so in these cases, we have effectively created a weak glide toss. Suit Pieces, Bananas, Turnips, and a few other items produce this effect (so ZSS will WGT her pieces instead of dropping them). As a side note, Link and Toon Link cannot Weak Glide Toss. However, their bombs are affected. This has some interesting properties and of course leads to some interesting findings.

VIDEO: http://www.youtube.com/watch?v=WqImRJUXxAw
VIDEO 2:http://www.youtube.com/watch?v=NVezocdi2uI This video explains the difference between a Glide Toss and a Weak Glide Toss.
- JC Glide Toss (Jump-Canceled Throw)
Credit goes to Kaptain Kong
http://www.smashboards.com/showthread.php?t=222412
While this isn't really a Glide Toss in the truest sense, it behaves enough like one to warrant the name. You are essentially Jump Canceling a Banana toss from a run to produce a slide that is a little longer than that of a Glide Toss.
To quote Kaptain Kong's thread Pivot Glide Tossing + JC Glide Toss:
JC Glide Toss

i found that jump canceling a running throw slides slightly farther than a glide toss, and you can even do it from a stand still and throw in any direction you want.

How To:
  1. pick up banana
  2. start running
  3. quarter circle/tap up from the run
  4. immediately press a cstick direction for the throw
Note: you dont need tap jump on, i think that its the crouching animation after the run that you can cancel with a throw, but still get the slide, not canceling a jump. hitting up keeps more momentum then returning to neutral, so dont do that version.
- Pivot 'Glide Toss'
Credit goes to Kaptain Kong
http://www.smashboards.com/showthread.php?t=222412
The second of two of Kaptian Kong's "Glide Tosses," this too is not a true Glide Toss, but instead uses the momentum of a pivot to get the slide so connected to Glide Tosses.
To quote Kaptain Kong's thread Pivot Glide Tossing + JC Glide Toss:
Pivot Glide Toss

I dont know if any of you have heard of this before, but i was messing around in training mode, and i found that you can get a glide toss effect if you throw the naner at the right time after you pivot

Variations:
  • Forward Slide (in the direction you initially ran)
  • Backward Slide (in the opposite direction you initially ran)
How To:

Forward Slide -
  1. pick up banana
  2. run
  3. while running, return control stick to neutral position
  4. then hit a cstick direction
Backward Slide -
  1. pick up banana
  2. run (past initial dash animation)
  3. pivot
  4. when hes just past turning around, hit a cstick direction
Note: both variations should look exactly like a normal glide toss animation
- Dribbling
Credit goes to both N4N3RZ (Who was the first to bring this to the attention of the DIddy forums) and NinjaLink for discovering Single Dribbling.
http://www.smashboards.com/showthread.php?t=181072
This is another very important technique for all Diddy mains to know. An extension of Glide Tossing, Dribbling can be used over and over to slide around the stage, or you can Dribble to quickly space an attack or punishment with a Banana throw. You Dribble by Glide Tossing a Banana, throwing downward, and picking up a Banana (it can be the same one if you are going backwards) before the sliding animation ends. Single Dribbling is using the same Banana over and over to move backwards; Double Dribble is Dribbling between two closely-spaced Bananas.
To quote NinjaLink's thread Diddy Techniques thread:
U can go across the stage wih 1 banana if done properly. This is Dribble.
Double dribble is goin back and forth with 2 bananas.
- Pivot Dribble
Credit goes to Le_THieN and Hylian
http://smashboards.com/showthread.php?t=193445
Yet another form of Dribbling, a Pivot Dribble allows you to pick up your Banana even after Glide Tossing forwards.
To quote Le_THieN's thread Underused Technique: Pivot Dribbling:
To my understanding, the community has always assumed that you can't really grab your banana again after you dribble a banana in the same direction that you're facing. Of course, with the newfound versatility of pivoting constantly bringing new things to the table in Brawl, in turns out that you can indeed pick up the banana immediately after a forward dribble by buffering a change of direction to turn around and face your banana and hitting the A-button to pick it up. To break it down, it works like this:

  • glide-toss forward
  • push down on the C-stick to throw the banana at the ground
  • as you're moving forward, buffer/hold the opposite direction
  • push the A-button
The timing is not as fast as the reverse single dribble; there's a slight delay. There's a very small window of time for you to actually grab the banana right before you slide outside of its range. It's also not very forgiving and requires a pretty precise input of the A-button. Once you figure out the timing though, you can pretty much develop a rhythm to dribble back and forth on a single banana.
- Barrel Canceling
Credit goes to kamekasu
http://smashboards.com/showthread.php?t=172501
In the same way Diddy's barrels fly off when he is being edgegaurded, you can charge an Up-B before getting hit to send them flying offensively. Diddy's barrels are his strongest projectile and can kill at fairly low percents. This is most often done when about to trip on or get hit by an opponent's Banana.
To quote kamekasu's thread Banana Canceled Rocketbarrel-Boost:
You know that you can deploy your Rocketbarrel-boost by being hit by certain projectiles. This will make the barrels fly off and you will fall out of the air. This can also be performed on the ground. Now, Rocketbarrel-boost next to a banana. You need to be close enough that you don't trip, but the barrel is almost touching the banana. It will treat the banana as an attack and the barrel will fly off, but you land on the stage without falling. It's awesome mindgames. Not to mention that when you do this, the banana will fly off in your opponent's direction.
Video: http://www.youtube.com/watch?v=1l7RSbqBmdY
Here it is in action (near the end): http://www.youtube.com/watch?v=O3orHTGEgFs
Remember, this video is for the purpose of demonstration.
- Reverse Jump-Canceled Barrel Canceling
Credit goes to DanGR
http://www.smashboards.com/showthread.php?p=7552940
This is the exact same as Barrel Canceling except you are turned so your back is to them; this way, when you are hit, since the barrels fly off behind you, the opponent is more likely to be hit.
To quote Ingulit's thread Improved Barrel-Cancel: Reverse 'Jump-Canceled' Barrel Cancel:
When your opponent throws a Banana back at you, if they threw it forward as you're approaching and you Barrel Cancel, the barrels will fly backward and explode behind you about 60% of the time. However, if you are running at your foe and you anticipate a Banana throw (or Turnip throw, or even just a basic attack), you can increase the accuracy of the barrels by RARing the Up-B. This will look like a normal Barrel Cancel except you're turned the opposite direction (which looks a lot like a Reverse Jump-Canceled U-Smash, hence the name). When the attack hits you, the barrels will fly forwards instead of backward, and will more likely hit them if they remain in front of you. If you cancel it AS SOON AS you jump, you will slide a little bit. Less than a regular Barrel Cancel, but it is a slide.

The control input on a Gamecube controller is this:
Dash > Backwards on the Control Stick > Jump > Up-B

Video:
http://www.youtube.com/watch?v=EAgtLVXEPVY
- Barrel Canceling a Wall Spike
Credit goes to NinjaLink
http://www.smashboards.com/showthread.php?t=181072
Normally, if you are hit against a wall off stage (such as the walls of Yoshi's Island (Brawl), for example), you are "Wall Spiked" or "Stage Spiked," meaning hitting the wall gives you so much hitstun that you fall to your death. If you are hit by a move that would normally Wall Spike you while charging Up-B, however, you will be put into your "I just lost my barrels!" animation and will ride the wall INSTEAD of getting Wall Spiked. This can save your tail a lot if used properly.
To quote NinjaLink's thread Diddy Techniques:
Diddys advanced barrel maneuver

I dont have a name yet but will think of one. U'll see me demonstrate what normally happens when diddy hits a wall. Of course its the same as any other character. He bounces off aka wall spike. BUT!!!! When diddy gets hit with his barrels out HE DOESNT BOUNCE OF THE WALL. If done properly U WILL NOT GET STAGE SPIKED WHILE GETTIN HIT.
- Instant Wall Jump
Credit goes to AlphaZealot (?)
http://www.smashboards.com/showthread.php?t=250358
This is a trick Diddy can do while hanging on most ledges thanks to his ability to Wall Jump. Essentially, you drop down from the ledge, jump as soon as possible, and Wall Jump off the wall (all in one smooth motion). This allows you to quickly reverse yourself while getting up from the ledge, making B-Air usable to attack edgeguarders (or other things he can do while turned in mid-air).
To quote AlphaZealot's thread The Instant Wall Jump:
How do I Perform the Instant Wall Jump?
  • Drop from the edge holding down
  • Do a quarter to half circle toward the stage from the down position with the control stick
  • Press the jump button during this control stick rotation
  • input attack and control stick direction to control air movement (you can move over the stage or away from the stage)

...The key to performing this correctly is quickness: it should appear as if you are simply doing a backward edge hop.

Why is the Instant Wall Jump Useful?
...In a nutshell: you can do a instant wall jump B-Air with the same quickness that you can do an edge hop F-Air.

...Another example with Diddy is that you can B-Air > Forward B, an option that doesn't even exist from the edge hop because the F-Air/B-Air don't occur high enough to pull of the Forward-B back onto the stage.

The Video
Video Link!
- Popgun Canceling
Credit goes to advent102
http://www.smashboards.com/showthread.php?t=190686
Popgun Canceling allows you to cancel the Popgun charging animation entirely by using your Shield button. You can cancel the charging animation entirely in the air by canceling it immediately, and can otherwise cancel it into an Airdodge or Airdodge to Instant Throw. On the ground, you can cancel it into a Shield, Roll, or Glide Toss. Note that you can B-Reverse and Momentum Shift the Popgun in the air even if you cancel it.

NOTE (Added 5/4/10, credit to NinjaLink): You can do multiple B-Reversed Popgun Cancels in the air while holding the Shield/Grab button you pressed to do the first Cancel. This makes inputting subsequent Cancels much easier.
To quote advent102's thread Advanced Diddy Strategies - ADS:
Canceling the peanut gun animation by pressing shield. Can also be done in air.
There are many ways to use the peanut gun cancel. One being spamming the peanuts until your opponent approaches you, in which you cancel the next peanut your going to shoot and follow up accordingly (usually with a thrown banana to stop the opponent in their tracks) Another use is approaching your opponent with a jump while charging a peanut, if they react by rolling or trying to jump then cancel the peanut gun and punish them accordingly. This tech is mainly used to mind game the opponent or to react quickly from spamming the peanut gun.
- F-Smash with Banana
Credit goes to BrawlBro
http://www.smashboards.com/showthread.php?t=176942
While holding a Banana, it is possible to perform an F-Smash by holding down your Attack button while holding it and using the C-Stick to start charging an F-Smash.
To quote BrawlBro's thread Fsmash while holding a bannana:
Diddy can fsmash while holding a banana, pretty useful as it adds another option while holding a banana.

How to perform: when you pick up a banana hold down (a) or whatever button you use to pick it up. Hitting the C stick now will make diddy perform fsmash, instead of throwing the naner; if you continue to hold (a)

If you just hold (a) the fsmash will charge all the way before going. If you hit it then let go of (a) it will just do a normal fsmash. To be able to do continous fsmashes without throwing your banana you have to hit the c stick let go of (a) then hold down (a) again before the smash finishes.
Also of note is this quote from ESOJOSE:
ESOJOSE said:
Lets say you picked up a banana and forgot to hold A so what now? Well, you can use Diddys peanut gun and then quickly press and hold A. Then just tap the c stick to do diddy's forward smash.
- Aerials with Banana
Credit goes to Xaile
http://www.smashboards.com/showthread.php?t=177653
There are two ways to use an aerial while maintaining control of your banana; the first is is to cancel your Down-B animation into an aerial by timing it to override the Banana coming out (or the time when it would have come out, if you already have two on the field):
To quote Xaile:
After looking further into it, it seems that every time you perform the down-B animation (regardless of whether or not you actually pulled out a banana or not), you can perform an aerial rather than throwing the banana once the animation is over.
Another (considerably faster) method is to Z-Drop your banana at the peak of your jump and use an aerial to catch it; this method is used by Links and Toon Links frequently.
To quote Xaile on Izaw's method:
As you approach the peak of your jump, press Z to drop the banana you have then immediately perform an aerial (C-stick works great). What happens is that your aerial attack picks up the banana you just dropped, performing the attack and ending with the banana in your hand. If done fast enough, you can hardly tell you dropped the banana at all (except for the sound effect of picking it back up).

However, due to the differences in Diddy's Falling speed an a banana's falling speed, this can only be done during/around the peak of the jump. Doing while Diddy is still going up will drop the banana too low for your aerial to pick it back up. Conversely, doing it after the peak of the jump will leave the banana too high to pick it back up, as Diddy falls faster than the banana.
- Instant Throwing
This is a great technique to use when your opponent throws a Banana at you. You Instant Throw by Airdodging a Banana to catch it and immediately throwing it, either by pressing Attack or using the C-Stick. What happens is Diddy catches the Banana and throws it back almost imperceptibly (read: in very, very few frames), making it a very quick and good turnaround against your opponent. This is considerably faster than Z-Catching a Banana and then throwing it.
.
- Instant Ground Throw
Credit goes to ADHD
http://www.smashboards.com/showthread.php?t=207191
This tactic can be used both offensively and defensively with a Banana already on the ground, as explained by ADHD:
To quote ADHD's thread Instant Ground Throw and Single Naner Lock:
As the title explains, it's an offensive way to have a naner be thrown straight from the ground in either horizontal direction. Set L to attack, and go over a banana on the ground and SH airdodge with R and then quickly press a direction and L. What should happen is you will just perform a rising SH throw (smashed or tilted can be controlled by control stick pressure). You can use it as a surprise attack backwards, or as a straight-forward offensive throw straight from the ground. It's a good lagless way to throw a banana behind you or in front of you but does require spacing if you want it to hit.
- Shield Bounce
Credit goes to ADHD
A technique that was originally kept a secret, Shield Bouncing is a way to catch Bananas thrown at you and to harass an opponent's shield if a Banana hits it. When a Banana strikes your or your opponent's shield (NOT a perfect shield), it will bounce straight into the air. If you Full Hop out of your shield (or when it hits the opponent's), you can immediately Z-Catch the Banana at the apex of its trajectory. This enables you to quickly recover Bananas thrown at you and to chip away at an opponent's shield by immediately throwing it down back on top of them.
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- Dodge Dropping
Credit goes to Niko K

http://www.youtube.com/watch?v=-ByPwv8XydE
See also Toon Link's response to this; credit goes to CaliberChamp
http://www.smashboards.com/showthread.php?p=6206849
This is a technique that is widely used by Toon Link mains (they call it "Invincibombing"), but that is seldom seen among Diddy Kong players. This is used when you have a Banana in hand. To do this technique, you
Jump > Airdodge + Press 'A' or 'Z' or Attack or Grab
What happens is that you'll drop the Banana as though you Z-Dropped it while Airdodging (thereby taking advantage of the invincibility frames). This can be useful when an opponent is approaching you from mid-air because the Banana will hit them while you're retreating with your Airdodge.

.
- Double Drop
This technique is commonly found in discussions of Home Run Contest, but it applies to Diddy's Bananas as well. The idea is to hit your opponent twice with a Banana from above, which leads into certain combos or simply does more damage. This is how you do it:
Short Hop > Z-Drop Banana > Instant Throw Bounced Banana Downwards

.
- Banana Lock (aka Double Banana Lock)
Credit goes to AlphaZealot
http://smashboards.com/showthread.php?t=178576
This is a very basic Diddy technique, and it's one you've likely happened upon if you've played Diddy for a while. This technique lets you trip an opponent all the way across the stage, which on walk-off stages means death. Against walls, this becomes an infinite.
To quote AlphaZealot's Diddy Kong's Wall Infinite/Banana Locking:
1) Diddy can wall infinite. I've been messing with it some and finally tested it against a human opponent today. The timing is difficult, but if you get the opponent against the wall and work two bananas, with the right repetition, they can't get out of it.

2) Banana locking follows the same idea. After you are hit by a banana, there are forced frames were you simply can't do anything. If you hit them with another banana in this window, then the process simply repeats. To banana lock, you can walk and pick up bananas and keep chucking, but I've also found that you toss one (and it hits) then glide toss the next, then toss, then glide toss, etc etc.
- Single Banana Lock
Credit goes to ADHD
http://www.smashboards.com/showthread.php?t=207191
One of the most popular topics among those knowledgeable of Diddy Kong is his Single Banana Lock, an infinite on all characters. It is very hard to set up, much less pull off, and we have been looking into this as much as we can to find set-ups so that this amazing technique can finally be incorporated into our gameplay. This has amazing potential; we just have to find it.This is rather complicated, so I'll leave the description to the thread.
- Perfect Single Banana Lock
http://www.smashboards.com/showthread.php?t=272923
This is one of the newest techniques that Diddy mains (and other characters) have discovered. Also known as the "PSNL," it utilizes Footstooling as well as Banana throws to lock your opponent in place. This technique can also be used to turn yourself around once you reach the edge doing a SNL, or as a setup for the SNL itself. The linked thread by Dime explains this technique much better than I can, so check it out!
- BDACUS (Buffered DACUS)
http://www.smashboards.com/showthread.php?t=265890
http://www.smashboards.com/showthread.php?t=270169
The BDACUS, or "Buffered Dash Attack Canceled Up-Smash," is a technique that has eluded Diddy mains for months after multiple videos were uploaded to Youtube showing Diddy flying across the stage while Up-Smashing. While it was originally thought that Diddy's DACUS was useless, it was discovered that Diddy has an unusually high horizontal speed during the first frame of his Dash Attack, which when canceled into an Up-Smash produces the effect described. In order to understand this technique, you have to understand Brawl's buffering system: to cut a long story short, during any and every one of your character's animations, you can input commands during that animation's last ten frames and your character will perform those commands immediately as soon as the animation ends. So, in order to BDACUS, you first have to be doing another animation (Spot Dodge, F-Throw or B-Throw, F-Air... almost anything). Just before the end of the animation, enter the following:

Forward on Control Stick + Up on C-Stick > Up on C-Stick


If you enter those exact commands within those ten frames, Diddy will fly across the stage while Up-Smashing. I found it easiest to practice this out of Spot Dodge at first, and then other animations after that. This is another one of Diddy's newest techniques, so we're still learning what all we can do with it. The second link for this AT is to a thread about one of the combos that contains BDACUS, the B.O.A.T. combo. Many more applications are sure to come as Diddy mains get used to the timing and uses.

-=--==--=-
-=-=-=-=-=-=-
-= Glitches =-
-=-=-=-=-=-=-



"I've Up-Thrown and I can't get up!"

These are errors in the way Diddy Kong (or the game in general) works, and these usually are either uncontrollable or just have strange properties. Be aware of them while playing so you can avoid them as needed.

- Diddy U-Throw Freeze Glitch
Credit goes to Dazwa
http://smashboards.com/showthread.php?t=178104
For some odd reason, when you are hit by certain moves in the middle of your U-Throw animation (Toon Link's Boomerang will do this, for example), Diddy will quite literally freeze, and you are unable to do anything until you are put into your falling animation or are hit by another attack. Expect Snake U-Tilt or something.
To quote Dazwa's thread Diddy Kong Freeze Glitch:
Basically, if Diddy's up-throw gets interrupted by something (I haven't pinned down the reason why certain attacks freeze Diddy while others don't), usually a projectile, Diddy will freeze in place. This isn't like Melee's Ice Climbers freeze glitch, as soon as you get tapped by any attack or forced into your falling animation, the glitch ends and you regain control of your character.
- Rocket Barrel Boost Glitch
This glitch is seen frequently, and can either help or hurt you depending on the situation. If you are hit and immediately Double Jump and start charging Up-B (we think this is how you do it), you will NOT stop your momentum like normal; rather, you were continue in the direction you were hit, meaning up if hit up and down if spiked. This all ends once you use Up-B, of course, but keep on the lookout for this lest you get spiked unintentionally.

Note that any hitbox that hits you while you are in mid-air will trigger the glitch, including windboxes (especially those from Mario's F.L.U.U.D.). Be constantly aware of this glitch when recovering because it will drastically effect what angle you should turn your Barrels so that you hit the edge, not the side of the stage.

.
- Sliding Banana Glitch
Credit goes to
Royal Nynja
http://www.smashboards.com/showthread.php?t=171755
*NOTE- there is a very helpful thread now in the threads section that details where this glitch can occur on any of the common stages. If you want to apply this trick, check out that thread.

A rare but useful glitch, if you throw your Banana on a platform such that the Banana is still going mostly horizontal when it connects (or if it contacts a slope at a certain angle), then the Banana will slide instead of stopping where it is. The positioning is hard to get right, but it is commonly said that Diddy's mouth must be in line with the platform in question. This is most commonly seen on Yoshi's Island (Brawl), Delfino Island, Pokemon Stadium 1, and other stages with slopes. If you Glide Toss a Banana at the slope instead of regularly throwing it, the banana will go much farther.
To quote Royal Nynja's thread "New Banana glitch found":
yeah and i beleive it will slide under sheilds... You have to be level with the area your throwing it on. i seen it first on delfino, there is a section of the stage that has 3 roof tops on it. pracitce throwing it on those first, if your level enough it will slide. Then go to yoshis story and hold the edge, drop then jump and throw the banana when your level with the edge and it will slide...

the banana when it leaves your hand should be level with the stage. im posting a youtube video right now. i made a stage so it will be easier to just show you but it does work on stages. one throw i did got really far i didnt know it can reach that much. but try to use his mouth as a marker. when its even with the area throw it.

http://youtube.com/watch?v=7VY6Sg7oiy4
-=--==--=-
-=-=-=-=-=-=-=-=-=-=-=-=-
-= Must Read Threads =-
-=-=-=-=-=-=-=-=-=-=-=-=-



"Nao! Tell me more!"


These threads are the fruition of a year and a few month's worth of discussion about Diddy Kong, and range from subtle move inspections to full-blown guides on how to use parts of Diddy's gameplay. Above all else, reading these threads will help acclimate you into the Diddy boards, for if you aren't asking questions already answered, we'll like you more ;P The more you read, the more you know!

-'The Dangers of Auto-pilot'
Credit goes to Vyse
http://smashboards.com./showthread.php?t=185748
This thread details one of the biggest problems plaguing new Diddy mains, and that is the tendency to enter "Auto-Pilot": randomly Glide Tossing and throwing Bananas everywhere with no real thought just because it works against lower-level players. A great read for those who have started to do well but are having trouble at high levels.
.
- 'Proactive Vs. Reactive Diddy - Defining the Smart Diddy Kong'
Credit goes to Vyse
http://www.smashboards.com/showthread.php?t=198863
Another great thread from Vyse describing what the difference is between attacking and reacting as Diddy Kong, and which play style constitutes the "Smart" Diddy Kong.
.
- 'Tilt utilization + more'
Credit goes to ADHD
http://www.smashboards.com/showthread.php?t=216331
This was a brilliant three week discussion about Diddy's Tilts and the best ways to use them. This discussion culminated in a wonderful OP that is an absolute must-read for the aspiring Diddy player.
.
- 'Dash attack or "cartwheel" follow-ups!'
Credit goes to ADHD
http://www.smashboards.com/showthread.php?t=219783
The second of many great posts by ADHD, this thread follows in the same vein as above in that it was a discussion about Diddy's Dash Attack that culminated into another great OP. Yet another must-read.
.
- 'Side b grab release to footstool works on these ELEVEN chars'
Credit goes to ADHD
http://www.smashboards.com/showthread.php?t=218521
Diddy's DHGR > Footstool combo became extremely popular after NinjaLink used it against M2K at low percents, and that ensued much research into the combo. This post outlines the characters this awesome combo works on.
.
- 'How to prevent being juggled/gimped/get back to the ground'
Credit goes to ADHD... he posts too many good threads
http://www.smashboards.com/showthread.php?t=234165
Trying to get down after being juggled is a sure chore for Diddy, but this thread gives some ways to make this painful experience a shorter one. This is a very important read for the frustrated Diddy main.
.
- 'ADHD's Guide: Ultimate Defense vs. Tornado'
Credit goes to ADHD
http://www.smashboards.com/showthread.php?t=261083
This amazing guide is all about one of the most hated/loved/just plain good moves in Brawl, Meta Knight's Neutral-B (aka the Tornado), and what Diddy can do to prevent it or take minimal damage from it. If you're having trouble with B-happy Meta Knights, this is the thread to read!
.
- 'Potassium Overdose: What opponents can really do with our Bananas'
Credit goes to Ingulit
http://www.smashboards.com/showthread.php?p=7893552
This thread is an ongoing project to compile all the Banana techniques anyone BUT Diddy can use. Check this out to make sure you know what to expect the next time your opponent grabs your Banana in a match-up.
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- 'Got nobody to play? A list of things you should practice by yourself'
Credit goes to Ingulit
http://www.smashboards.com/showthread.php?t=262791
Diddy is such a technical character that if you don't play for an extended period of time, your tech skill will take a beating for it. Unfortunately, many of us don't have people we can play often (and we just don't like Wi-Fi). This thread is a list of things that should keep you busy even when you don't have a buddy (or competitor) beside you.
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- 'Boosted Pivot Grabbing with Diddy: a Comprehensive Guide and Discussion'
Credit goes to Ingulit

http://www.smashboards.com/showthread.php?t=220729
Another thread in the whole "Discussion that becomes an OP" idea, this one concerns an AT that Diddy mains rarely take advantage of: his Boosted Pivot Grab. While it isn't as revolutionary to Diddy's metagame as it was to a character like Falco, it still has its uses, all of which are detailed here.
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- 'When your opponent has a Banana in hand'
Credit goes to Ingulit and Player-1

http://www.smashboards.com/showthread.php?t=235293
This was a very short-lived conversation, but that was only because an amazing response came within the first five replies! This is a situation that comes up frequently, such that it is worth taking a look to have an idea what to do in each situation.
.
- 'Stage Ban Quick Reference'
Credit goes to Ingulit
http://www.smashboards.com/showthread.php?t=305345
This thread is a reference for what stages to ban, counter-pick, and strike against each member of the cast. This thread does not go into detail about these choices, but rather simply lists them in a compact form.
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- 'Situational Tricks Thread'
Credit goes to AvaricePanda
http://www.smashboards.com/showthread.php?t=234162
This thread is the most recent of many "Random Diddy Tricks" threads and is looking to be better-formatted and more-inclusive than the others. Keep an eye on this for new tips and tricks as they come up!
.
- '*NEW* Single Naner Lock Guide!'
Credit goes to AvaricePanda
http://www.smashboards.com/showthread.php?t=238855
This guide is the most in-depth look at Diddy's Single Banana Lock to date. While this is still a work in progress (6/24/09), it is quickly shaping up to be the most comprehensive guide on both the technique and its follow-ups. If you've mastered the basic Diddy techs and are ready for another high-reward (though rather complicated) tech, look no further.
.
- 'Diddy Kong's Total PSNL Guide! by Dime'
Credit goes to Dime (mdmfromdaridge)
http://www.smashboards.com/showthread.php?t=272923
Like the thread above, this thread is the most in-depth look at Diddy's Perfect Single Banana Lock to date. If you're trying to master this new technique, look no further.
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- 'Ledge Options'
Credit goes to Dekar173
http://www.smashboards.com/showthread.php?t=254596
This is a guide covering just about anything and everything Diddy can do on the ledge, and how effective these options are at a given time. He goes over pros and cons of each, and he presents some ideas not-oft thought about by Diddy mains. If you are having trouble getting back on the stage, this is the read for you.
.
- 'The Banana Slide Stage Specific Guide'
Credit goes to Jokes
http://www.smashboards.com/showthread.php?t=254514
This is a list of all the places where the Sliding Banana glitch can occur, and where this glitch can be well taken advantage of. This is a situational technique, but it can certainly surprise your foe if you know where to use it.
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- 'Diddy Kong Xat'
Credit goes to Teneban
http://xat.com/Diddy_Kong_Boards
A Xat is an instant-message website that allows users to create specific discussions for their chat room. This Xat was made particularly for the Diddy boards, so drop by occasionally and talk with the other Diddy mains! (NOTE: This has been inactive for a very long time, but I'm leaving it in the Kongpendium in case one day we decide we need a Xat after all)

-=--==--=-
-=-=-=-=-=-=-
-= Credits =-
-=-=-=-=-=-=-



"Congratulations!"

--Vyse--
For a lot of the wording, the lulz name, and a lot more

--Le_THieN--
For letting me actually make this thread and for a lot of suggestions and help

--
Teneban--
For creating the Diddy Xat that we've always wanted (but never use unfortunately)

--A LOT of the Diddy Board--
For actually believing in/putting up with me making this :p

--And probably more--
That I haven't remembered yet ><
 

Ingulit

Ing-u-lit
Joined
Feb 29, 2008
Messages
1,828
Location
Huntsville/Tuscaloosa, AL
Things that I left out or that need commenting on (please comment on anything you find questionable or want to address):

  • I left out ALL "Random Diddy Tricks" threads from the Must-Reads on the idea that they simply aren't organized and overlap eachother greatly. Does the community believe they should be put back in? I am personally for a thread that has ALL the tricks from threads like these (I know these have been tried in the past, but we need one that actively goes out and searches for tricks prior to making the thread).
    .
  • I want a new Diddy Throw Guide. I was reading T1J's, and while it is a good guide, it is simply outdated. I'm trying to put newer, more relavent threads in this if possible.
    .
  • I left out the general Diddy guides because I figure it's already stickied anyway and may get replaced (hopefully) with a more up-to-date one.
    .
  • I removed a LOT of ATs that I didn't feel were true ATs; if any are gone that should still be there, let me know and I'll fix that ASAP.
    .
  • I removed or didn't add any ongoing discussion threads or threads that didn't have an all-encompassing OP, such that newcomers won't have to dig through a 10+ page discussion to find something relevant.
 

fource

Smash Lord
Joined
Oct 14, 2008
Messages
1,476
Location
KCMO
NNID
LeThienWasMyHero
Omg...this is brilliant...well done. I mean, really, this is stupid good.
Two thumbs way up.
 

Player-1

Smash Legend
Joined
Apr 27, 2008
Messages
12,178
Location
Rainbow Cruise
I removed a LOT of ATs that I didn't feel were true ATs; if any are gone that should still be there, let me know and I'll fix that ASAP.
You should still probably put these in there, maybe not all of them, just the ones that we use today or have potential.
 

Ingulit

Ing-u-lit
Joined
Feb 29, 2008
Messages
1,828
Location
Huntsville/Tuscaloosa, AL
Oh, one more thing I meant to ask about was FORMAT, FORMAT FORMAT FORMAT. I ended up with this one because I thought it was the best, but I've second-guessed it the whole time. If you can think of ANYTHING that can be done to improve it--different colors, spaces here and there, etc--PLEASE tell me.

You should still probably put these in there, maybe not all of them, just the ones that we use today or have potential.
I'll look them back over.
EDIT: I'll add back Monkey Flip Kick Cancel for sure, and maybe B-Boosting. But does anyone use ISJR at all?

Omg...this is brilliant...well done. I mean, really, this is stupid good.
Two thumbs way up.
Thanks :3



EDIT: I added Monkey Flip Kick Cancel and B-Boosting back.
 

Vyse

Faith, Hope, Love, Luck
GRimer
Joined
Jul 6, 2005
Messages
9,566
Location
Brisbane, Australia
Very VERY slick.

This should replace the big ugly thread I have stickied. Maybe just put a link in to it as a reference (To say that it's replacing my old one).

EDIT:
If you're going to spell it with a 'K'
You should call it 'Kongpendium' lol.
 

Ingulit

Ing-u-lit
Joined
Feb 29, 2008
Messages
1,828
Location
Huntsville/Tuscaloosa, AL
Very VERY slick.

This should replace the big ugly thread I have stickied. Maybe just put a link in to it as a reference (To say that it's replacing my old one).

EDIT:
If you're going to spell it with a 'K'
You should call it 'Kongpendium' lol.
LOL I love it
You'll get the credit xD

Count, I wanted to shy away from the videos and general guides and leave them to the new Video thread...

EDIT: Yeah, Count, I'm avoiding general guides or things that have multiple tips in them for favor of those with a single purpose or defined goal; that way I can re-route people better, such that they know what each link will contain. It's a great video, but I don't think it'd work that well for that... Sorry :x

EDIT 2: In a corollary to what Vyse said in the next post, this thread is encompassing all the written discussions and guides, while the video thread should take the visual. I hope that explains it :x
 

fource

Smash Lord
Joined
Oct 14, 2008
Messages
1,476
Location
KCMO
NNID
LeThienWasMyHero
I think the only plausible argument to the format would be to use different colors when you go from section to section. Like make "Terminology" one color then "Advance Techs and Strategies" another color. I don't think there's really anything wrong with the way it is now though. I just think it's great we have it. :D
 

Le_THieN

Smash Lord
Joined
Sep 19, 2006
Messages
1,213
Location
Shine Blockaz Central
Good ****, son.

I've got a couple of format suggestions, but I will go over it with you later, when I'm not going to work and and going to court. =/

Hold down the fort!
 

DFEAR

Smash Hero
Joined
Jul 10, 2008
Messages
5,582
Location
:190:
I think the only plausible argument to the format would be to use different colors when you go from section to section. Like make "Terminology" one color then "Advance Techs and Strategies" another color. I don't think there's really anything wrong with the way it is now though. I just think it's great we have it. :D
ditto use transform!@

what he said :3

top tier guide btw :3 good stuff inguilt
 

Ingulit

Ing-u-lit
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Good ****, son.

I've got a couple of format suggestions, but I will go over it with you later, when I'm not going to work and and going to court. =/

Hold down the fort!
I'm looking forward to the advice, and I'll try the colors idea. I kept experimenting with the colors available, but nothing looks good with yellow but red. I'll keep trying.
 

Bellioes

Smash Lord
Joined
Jan 5, 2009
Messages
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Montreal, QC
I actually like the colors. They seem to like Diddys colors to me (like the jungle and bananas together :))
And nice thread, very informative. Why dont you add general threads like the accronyms thread.
 

Ingulit

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I actually like the colors. They seem to like Diddys colors to me (like the jungle and bananas together :))
And nice thread, very informative. Why dont you add general threads like the accronyms thread.
Heh, because I incorporated the entirety of the Acronyms thread into this post. It was my thread, and I think its information is better suited here :p
 

Ingulit

Ing-u-lit
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Forgive the double post, but I'm adding a few things when I get home from work: Stutter-Stepping in the Terms section, Stutter-Stepped F-Smash in the Techs section, and something else I'm forgetting.

Now, the question I have for y'all: Last night at a Brawlfest I was playing someone (DanGR, I THINK) when I did a VERY basic Diddy tech that I managed to leave out of the Kongpendium. It was so basic, I was literally laughing at myself for forgetting... Only now I've forgotten what it is >< Does anyone have any idea what it might be? Something that I've overlooked? I'm going mad trying to remember D:
 

DanGR

BRoomer
GRimer
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Messages
6,861
I don't see any mention of airdodging into a banana (coming from above or from the ground into the air) and throwing it at the same time.
 

Bellioes

Smash Lord
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No he has it, well at least the ' from above to the ground' way (Instant Ground Toss). I told him about instant throwing but I dont see it in there; maybe I just missed it.
 

Ingulit

Ing-u-lit
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Aw you forgot my sliding banana tech :(
THAT'S IT THANK YOU!!!!! OMG

Seriously, I did that in a match a few nights back and I was all "OMG I didn't put that in the Kongpendium!" Thank you thank you thank you! :D I can sleep better at night now. I'll add it when I get home from work.

No he has it, well at least the ' from above to the ground' way (Instant Ground Toss). I told him about instant throwing but I dont see it in there; maybe I just missed it.
I don't see any mention of airdodging into a banana (coming from above or from the ground into the air) and throwing it at the same time.
I clarified the "Instant Throw" term to encompass all of the things you guys were mentioning. I don't ever remember this being discussed as a technique or tech (correct me if I'm wrong), so I'm leaving it as a term for now. The "Instant Ground Throw" is a unique tech to this that uses "Instant Throwing".

Well, I added Stutter Stepping, clarified Instant Throw, and I'll be adding the Sliding Banana glitch when I get back. Yay!
 

BoRn

Smash Apprentice
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Feb 10, 2009
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194
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カンセス
I think i may have made a thread about it but im not sure. I know i did get a YT video up a while back. Ill have to get the link for it later, otherwise I think you should be able to search it under banana momentum. I've confirmed that it works on platforms aswell. If you have any questions let me know!
 

fource

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KCMO
NNID
LeThienWasMyHero
What about shieldgrabbing?
I don't think that really counts since every character can do it. Even though every character can use these banana techs too, it's more specific to Diddy. You know what I mean?
 

Ingulit

Ing-u-lit
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http://www.youtube.com/watch?v=7VY6Sg7oiy4


That's the link to the tech BoRn is talking about if you haven't found the link.
Thank you, and yeah, I found it.

Okay! I added a good bit: Banana Choke, the Sliding Banana glitch, Shield Grabbing to be through, and AZ's Get Better Fast on Diddy Kong thread.

Now, for the business side of things: I could use some help from you guys. If you've ever come across a thread that you found helpful, or if you've ever seen a thread that has a lot of good information, I need you to find and post those threads. I'm scouring the board myself, but what I think is helpful might not be what you guys think is helpful. So, I need all the assistance I can get!
 

Ingulit

Ing-u-lit
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So, with a change in color scheme, I am taking the Kongpendium to V. 1.1. Please give all critique and criticism of the new format that you have; I want to make this as easily readable to newcomers as possible.
 

DFEAR

Smash Hero
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if i was 100% new to diddy, i would only have little trouble in a sense where i can only understand things through video demonstration? more of those puhleeeease :"3.
\ because im a lazy *** who hates clicking indirect links ARGH!!
 

btb

Smash Cadet
Joined
Mar 28, 2008
Messages
31
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southwestern vegas
I donno if this has been discovered yet, but Diddy basically has in a sense a bucket break like G&W does after a big hit. If you bair then side b after, your momentum is stopped. I have tested this in practice, and jumping after you bair will still kill you, where as if instead you side b, you will live. If this hasn't been discovered I would like credit for it :p
 

btb

Smash Cadet
Joined
Mar 28, 2008
Messages
31
Location
southwestern vegas
Test plz, I tested myself and jumping is definitely not better, I have never died in the middle of a side b, whereas ive died in the middle of a jump.
 

Count

Smash Champion
Joined
Mar 11, 2008
Messages
2,454
Location
St. Louis, Missouri
Hanson explained this to me a bit ago, so I will do my best to explain it here.

Whether or not you would rather jump or side b after being knocked back depends on where you are. If you trying to escape horizontal blast zones, it is better to jump. Otherwise, it is better to side b. Diddy's side b is however NOT like a bucket brake, there are many times when I am in mid side B and I die. Whether or not you should jump or side b depends on where you have been knocked back, I'd say the higher up you are, the more likely it is you should side b.

It can be difficult to make this decision quickly though, I find myself usually side b'ing.
 
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