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pazx13

PAZX'S UPDATED FULLY SICK COOL SWAG DIDDY GUIDE v2

Jan 7th, 2017
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  1. This is a slight amendment to the old barebones combo guide I made almost a year ago now. At the time of writing it's 5:50am and I haven't slept so please excuse any mistakes. I've been meaning to make a proper guide for ages, but this will do for now. This guide covers 3 things: general tips, combos, and ledge traps. You can contact me @Pazx13 on twitter if you have any questions or feedback.
  2.  
  3. updated 8th Jan 2017
  4.  
  5. ~GENERAL TIPS~
  6.  
  7. -(almost?) every single one of these combos can start with a (jump cancelled) banana toss.
  8. -smash throwing a banana (inputting it like a smash attack) does more damage. throwing a banana downwards does more damage than throwing it forwards.
  9. -if you hit your opponent with a banana near the ledge and they're going to slide off, your best options are to immediately dsmash or to try to immediately ledge trump them
  10. -i try to avoid using uair in combos so that uthrow uair has a better chance of killing, but with proper DI this rarely happens so it's up to you. uair is an okay juggling tool but it doesn't do very much damage, and Diddy usually gets more mileage from putting his opponent offstage/on the ledge rather than above him
  11. -when deciding between fair and bair for followups, stage control is usually more important than an extra 1%
  12. -short hop fair is actually not safe, please stop spamming it (landing aerials are very good at max spacing). same goes for down tilt.
  13. -mix up your options after hitting shield with banana, and mix up your options after hitting shield with dtilt. it goes a long way.
  14.  
  15. ~COMBOS~
  16.  
  17. super low percentages (basically 0%):
  18. dtilt -> jab - slightly more guaranteed than dtilt dtilt
  19. dtilt -> dtilt
  20. dthrow -> monkey flip kick -> fair/uair - works best on away DI
  21. dthrow -> footstool -> dair (jab lock) -> whatever - this is strictly the most optimal low percent throw combo in terms of damage AND stage positioning, but it's hard to perform consistently
  22. dthrow -> bair/fair
  23. fthrow -> fair - works better if your opponent DIs in, also can jab lock if they miss their tech and you either delay the fair or opt to ftilt instead
  24. fthrow -> upsmash (more damage than fthrow fair)
  25. uthrow -> uair -> uair - zero and zinoto go for this, but it's really only good if both you and your opponent have 0% + there are more damaging options regardless
  26. dthrow -> bair -> bair (not at 0% pls)
  27. dthrow -> dair - i don't really like this unless it puts the opponent offstage as they have frame advantage and the lower ground otherwise
  28.  
  29. low-ish percentages:
  30. dtilt -> grab - this works at most percentages from now on, although at higher percentages you will have to condition your opponent to shield expecting a powerful followup (like fsmash)
  31. dthrow -> fair
  32. dthrow -> bair
  33. uthrow -> bair -> bair
  34. uthrow -> dair - not usually guaranteed AFAIK but maybe certain percentages/weights/etc, good mixup and also good for airdodge reads)
  35. nair -> aerial
  36.  
  37. mid percentages (aka when your opponent can DI out of dthrow bair/fair, 50ish% onwards):
  38. dtilt -> grab
  39. dtilt -> dsmash - good near ledge
  40. uthrow -> fair - this does 1% more damage than uthrow bair
  41. uthrow -> bair - this has a significantly earlier FAF and has higher knockback at most percentages, also I think you can frame trap people if they airdodge
  42. nair -> aerial
  43.  
  44. higher percentages:
  45. dtilt -> grab
  46. dtilt -> [stutter step] fsmash - good by the ledge bc IT KILLS, but does LESS damage than dtilt grab pummel throw followup, so if it wont kill dont go for it
  47. dtilt -> dsmash - good when ur opponent gets sent offstage
  48. uthrow -> fair/bair (basically depends on DI, but I like to send opponents offstage if possible. this works better/longer if uthrow is staled)
  49. BACKTHROW - backthrow is better than uthrow uair in a lot of situations as it does more damage (and doesn't stale uair). If you aren't getting non-uair followups from uthrow, try bthrow, especially if it's gonna give you good stage positioning and time to set up ledge traps/pull a banana/etc.
  50.  
  51. kill percentages (aka like... 130% i guess):
  52. dtilt -> USMASH - kill option
  53. dtilt -> RAR bair - kill option near the ledge
  54. dtilt -> fair - doesn't usually kill BUT can catch people DIing the dtilt away expecting an usmash and kill them that way, also can hit opponents further away than RAR bair
  55. uthrow -> uair - this is why you dont uair in combos, COOL FUN TRICK: cross your opponent up with the uair so their "optimal" DI ends up sending them straight up, you can also choose to wait for an airdodge instead but you probs wont kill them that way at percentages where they can't just jump away
  56.  
  57. ~LEDGE TRAPS~
  58.  
  59. banana on ledge + stand at roll distance - this is powerful. banana will trip them on standard getup or getup attack (meaning you can punish with dash grab or dtilt), and standing at roll distance means you can react to them rolling (or ledge drop aerial/airdodging) on in most cases. How you deal with jumping from the ledge is up to you, but your two main options are either reading the jump and punishing with fair (or upsmash for the REALLY HARD callout at kill percent) or just reacting to the jump and trying to punish them landing. If you choose the second option I think it's best to stand with your back towards the ledge just inside their roll distance (so you can grab/dtilt rolls without moving), this lets you (sh?) bair to cover their jump on stage (bair > fair IMO since you can use a second aerial to beat jump airdodge which is much harder to punish if you try to beat their jump with fair and they airdodge)
  60.  
  61. "angel drop" aka zdrop banana at ledge -> dair - kill option. kills opponents if they jump from ledge. that's it really, conditioning your opponent to jump by doing the other ledge trap will serve you well.
  62.  
  63. alternate angel drop coverage - you can zdrop a banana at the ledge as if you were going to angel drop, and then react to the ledge option that they choose. if they jump/neutral getup/getup attack they will be hit and pushed offstage (or tripped near the ledge) so you can either punish or reset the ledge situation. if they roll you can react to that and follow them with dtilt/grab/upsmash. this loses to ledgedrop aerials and waiting on the ledge, but beats everything else.
  64.  
  65. another angel drop mixup - standard angel dropping loses to rolls AND ledgedrop aerials. you can beat rolls by using the alternate angel drop coverage described above, but to stay safe from ledgedrop aerials you can shield on the ledge with banana in hand as if you're going to angel drop, and then react to their getup option. If they roll against this trap you can hit them with a banana 100% of the time, which means you can kill them at high percents.
  66.  
  67. banana at roll distance + stand at ledge (+ shield) - shielding here is a strong option. if they roll they will trip and you can react by dropping shield and dash grabbing or JC upsmashing them. you can shieldgrab getup attack/neutral getup more or less on reaction, and if you read a jump you can fair them out of shield (you can also fair tall characters if they do neutral getup)
  68.  
  69. I'm probably forgetting stuff, expect v3 soon.
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