My guide to the Diddy.
This is done using GCN controller.
Attacks
Neutral A: a quick slap for 3%
Neutral A combo: 2 quick slap followed by a whipping with his tail for an average of 11% (changes on amount of tail whips).
Foward A: A medium range punch for 11%. Good for upping the damage.
Down A: A slap for 7% nothing special here.
Up A:A wierd almost, uppercut for 7% can be used atleast twice quickly.
Dash A: A cartwheel for 6%, but can be followed into an Up Smash Immeditley.
Air Attacks
Neutral Air: a cartwhell for 6%. not that good, really.
Foward Air: pull a quick kick for 14%. Can fit two into a hop. Very Powerful and can KO at 150%.
Back Air: A spin kick for 9%. Can fit 2 into a double jump. Foward air is more effective, really.
Up Air: This is where the partys at! a backflip for 11% can be used with Foward air for Juggling - A very important technique with Diddy Kong.
Down Air: THrows both fists down for 12%. Extremely effective spike.
Smash Attacks
Side Smash: a quick to pull spinning punch. 18% uncharged, 25% charged. One of Diddy's most potent KO methods.
Up Smash: 5 - 18% uncharged, 15- ???% charged. The reason for the percentage being ??? is that its hard to hit fully with a charged up smash. Great for starting juggles.
Down Smash: 16% uncharged, 22% charged. another good KO method. just don't bother charging unless desperate for a KO.
Specials
Neutral - Peanut Popgun: 5% uncharged, 16% charged. at low/no charge it arcs and moves slowly, charged it flies straight and quick. Don't over charge, unless you want to be helpless for about 3 seconds.
Side- Monkey Flip: If you grab by just pressing side B, you flick the C-Stick (prefered but not necessary) to do an attack. Flick it to the side for 15%, Up for 10% but a high jump, and finally down for 15% and a medium Jump, which at high percentages can be used to start Juggles. If you tap be during the monkey flip you'll extend your leg and deal 10% in damage. can make a good edge gaurding attack.
Can be used in Diddys Fourth Jump (see tactics).
Up- Rocketbarrel Boost: Don't bother using this to deal damage. If your on low percentage an launch, dont bother charging. when on higher percentages, charge a little, but not fully.
Down- Banana Peel: Throws the item banana peel, which activates instantly. unfortuently, your enemy can pick it up and throw it back, turning it into thier attack. use its short daze effects to start up a Dash-Smash-Juggle (see Tactics.)
Tactics
Jugglemania: Use Up Airs, Foward airs, and when they're on low percentages, the Rocketbarrel Boost. can rck up damage quickly.
Dash-Smash-Juggle: Do a dash attack, straight into an up smash and jump and juggle. Harder, but more effective form of Jugglemania.
Fourth Jump: If your launched, you can Jump, use Monkey Flip, and if you use your second jump just after the Monkey flip has finished, you can then use the Rocketbarrel Boost. although using monkey flip has no vertical recovery, it can wipe out a lot of horizontal recovery.
THIS TACTIC DOES NOT WORK NEAR THE BLAST LINE (WHERE YOU DIE)
Thanks for Reading, and i hope this helped your Diddy Kong. Please Rep if it does so.
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