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From my testing, I've found diddy can get out of fair nair. I haven't thought of the fireball one, I will try that next time I get a chance.Dependent on on the situation/character I will do the following:
D-Throw> Fair > Fireball - This is because it's essentially guaranteed damage and more importantly establishing stage control and allowing Luigi to walk forward and begin to intimidate my opponent.
D-Throw> U-air - More damaging than fair (not by much but all damage counts) - When I fastfall I can also go for jab/s to try and correctly predict the opponent's landing if I can get a grab/pivot grab reset I'll go for that as well.
D-Throw> F-air > N-air - Long as we do this correctly it's 27/29% and I believe it is actually true combo against Diddy need to test whether good DI on his part as well as well timed U-air from him beats us out. I think because of the fact we can move fairly well whilst we fair and go for the FF N-air we should be fine regardless... though if I am too optimistic that is why I would go for the first option I listed if you do not feel like giving opponents small gaps to escape your own pressure.
D-Throw> U-Smash - Under 20% is legit but the thing is unless you want a reset immediately after there is not much of a point but as this is under utilized it came in handy every once in awhile.
Hope this helps...
So you're asking what works after the first fair string? Dependent on how heavy or floaty the character is, you can sometimes get another fair string in.So you get a grab at 0% d-throw, fair, fair. they're around 35%
What combos work after that? Most I can get is a single fair on d-throws after I land the first d-throw combo.
Yeah it's either he gets out freely or we have to be tight as both our nair/u-air is 3 framesFrom my testing, I've found diddy can get out of fair nair. I haven't thought of the fireball one, I will try that next time I get a chance.