xLeafybug =D
Smash Master
I have seriouz trouble with the Diddy match-up. Help please.
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Greeeeeeeeeeeeeeeeenadei Have Seriouz Trouble With The Diddy Match-up. Help Please.
This. DI really helps, A LOT. In my opinion, this matchup is all about controlling the banana's and utilizing your grenades, and utilizing the offensive C4. Also, be smart about landing on to the stage.Take control of their bananas. Keep the bananas separated if you can, so you don't end up getting banana locked. Diddy can't kill at all if you can DI.
I don't think there is. But either way, It doesn't seem that threatening, considering that ZSS can only bring you from 40% - 65% with it. 25% isn't much to worry about, especially at that %, 25% won't do much to you. Falco's CG is at least twice as threatening, and D3's CG is about 20x more threatening.
yeah me and my bro always take doubles when we use this team, im completely comfortable with bananas, and hes cool with explosions. although i barely use nades in teams... and we're working on c4 sticky set ups now too, cause diddy's dash attack, usmash and pummel almost always pass it over, then i just blow them up in hitstun. lol owned.They really are a **** team. You have to really really know how to work together though, otherwise you'll get *****.
Speaking of which, i'm teaming with a diddy this saturday at a tourney, and we're taking first :D
Wish me luck. I haven't been to any tourneys in Utah for almost three months now (cause they didn't have any)
so many pikachu's came to the board, but none answered it...and a question: what percentage am i safe from pikachu's dthrow cg at? is there a cutoff?
Check the pikachu boards for there CG thread for complete info. But I believe that pikachu has one that goes up to roughly 80%, but pretty odd in how it works. It can be done in a couple of methods. Each of which can be started before 30%. So just avoid a grab before 30% and the CG percents will be down to a minimum.so many pikachu's came to the board, but none answered it...
yeah he can fthrow you til the end of the stage until about 60%, so theres not much you can do about it... but the dthrow is the real killer. it seems to start around 25%, and you get thrown til 90%, and even then, you need to use a nade to get out (more damage). but if you reckon it needs to start before 30% thats not too bad (ill just camp that long), ill just have to keep my eye out if its stale at all.Check the pikachu boards for there CG thread for complete info. But I believe that pikachu has one that goes up to roughly 80%, but pretty odd in how it works. It can be done in a couple of methods. Each of which can be started before 30%. So just avoid a grab before 30% and the CG percents will be down to a minimum.
If you had read the entire thread, rolls differ by no more then 6 frames by speed. I'll be working on getup attacks sometime soon.Mmmm, that thread doesn't take recovery frames into account, just distances.
Another question, can Snake pull a nade while DI'ing firebreath, and if he can, what happens when he gets hit by flames right after?
Thanks. I wonder what the minimum distance is for the grenade to detonate without injuring Bowser.The grenade will simply detonate once it leaves Snake's grip and is hit by the attack. Since a grenade is techically pulled by frame 1, all you have to do is manage to DI to a spot where the flames won't cause hitstun and Snake can pull that grenade.
I thought it had to be separate inputs anyway? for instance something like MK's fair or tornado is one but snake's ftilt is two?Almost certain you are incorrect. Multi-hit moves don't stack unless there is a certain amount of time between. (Pummels count as 1 unless you pause for like 7 frames between them IIRC)
"He's a supa cheap! supa cheap! he's supa cheapy!"@SuSa: I agree. But I think it's special for snake or something.
I know that on Green Greens G&W can UpB through all of the blocks and reset his entire decay (if he hits 9 blocks that is). It's super cheap.
Then if you hit two people with a utilt does it decay twice? I was under the impression that something like that would only decay once.That is hitting 9 individual blocks, creating 9 slots in stale move decay.
If you hit 1 block multiple times (impossible) it'd only count as 1.