ADHD
Smash Hero
This thing has broken priority; it's not because of bananas that diddy is such a great character but it's soley because this move. It gives him an instant advantage of controlling the bananas, and has a ridiculous amount of follow-ups that all take alot of practice and accurate timing. I will cover all of the follow-ups, some of them are true combos, and some of them are not. But all of these work 100% of the time if you are completely accurate. I gaurantee this to you. The different scenarios of the dash attack will also be explained in here and it will clear up all questions you might have of where it sends your opponents.
WHERE WILL IT SEND THEM AND WHY?
The dash attack has a total of three scenarios, and three hits in total. It can tip, send them directly above your head, or leave them dangling in the air/remaining in standing position on the ground with no hitstun whatsoever. The last hit I will refer to as "tipping." If it tips (the last hit makes contact) they will be in front of you in the air no matter what percent they are currently hit with. You want to try to space the dash attack to tip, but it doesn't always tip as its spacing is never perfect and your opponent could be moving. The second scenario is that the dash attack sends them DIRECTLY above diddy's head. This happens either when the very start of the third hit (the "tipper") hits them or they just DI it. Either way it is very rare and something not really to worry about. Finally, the third scenario is when the dash attack sends them directly behind you. They have no hit stun, and can react right afterwards. At low percents they remain in standing position after the cartwheel passes them, and at higher percents they are sent a foot off the ground in perfect perfect position to be attacked. This has the greatest amount of follow-ups but it should never happen intentionally. Always aim for tipping the dash attack and if it doesn't tip don't worry, with proper reaction time they will not get away.
To sum it up: 1st scenario is when they are in front of you ranging from 1-3 feet in the air after the dash attack "tips." 2nd scenario is when they are sent DIRECTLY above your head. 3rd scenario is when they are sent behind you.
1ST SCENARIO FOLLOW-UPS
Dash attack > SH or FH fair: Basically, after it tips at just perform a rising forward aerial and it will hit them. Below 40 percent, SH the fair after the dash attack tips your opponent and it will be a true combo. After 40 percent, FH it. It will sometimes be a combo if you FH fair them around 50-60 percent, but afterwards they can airdodge. It doesn't matter about this airdodge, always fair even if it sometimes can be avoided. This is good on-stage if you are generally in the center of the area.
Dash attack > SH or FH dair: These do not combo on certain, smaller characters, but it will RARELY be airdodged I promise! Use this when they are near the ledge. After they are tipped, just perform a rising dair over their head. It will spike them below, and leave them helpless for a barrel spike or whatever. Below 50 percent, always SH the dair. Above 50 percent, always FH it. It takes alot of hand coordination to be flawless with this, practice makes perfect. Mid-stage I never use this. It doesn't have any gauranteed advantage over a dash attack > fair other than being a simple tech chase at times if they are smacked straight down on the ground. If you SH this mid-center stage, they can use a get-up attack to hit you preventing any other follow-ups or simply shield if the spike doesn't send them in lying-down-position.. If you FH it center-stage you can bair them before landing if they have not gotten up yet but other than that, it's point-less to use it for other than near the ledge.
Dash attack > SH or FH uair: I never use this, simply because utilt always substitutes this. short hopping this makes it a true combo, however the full hopped one is not. Full hop it after 50, otherwise always short hop it. Some stick by this follow-up, but personally I don't like it.
Dash attack > utilt: Basic combo. At low percents you can dash attack > utilt twice before following it up with a well-spaced usmash or aerial afterwards. On heavier characters the utilt can sometimes be used even three times after a dash attack! This combo with a single utilt works generally consistently below 100%, so you can see how great it is now hopefully.
Dash attack > usmash: This only combos at very low percents. Use this ALWAYS if you accidently hit a shield in an attempt to eat it up and save yourself from being grabbed. You still can get grabbed, so it's better to usmash just in case they are slow in timing it. The usmash also has a weird property of not being able to get grabbed during it's lag time every now and then. It is amazing for devouring shields. Don't purposely hit the dash attack with shields to do this, you WILL get grabbed! Just only use this as a last resort or as a low percent combo.
Dash attack > nair: Don't ever use this, I said in the title all of the follow-ups and this is one so I'm listing it down lol.
These following ones are complex. If you pick up a banana with the dash attack and it ends up tipping your opponent after picking it up, glide toss it forwards directly up. You can follow this glide toss up by...
Utilt > aerial: Works at very low percents. Glide toss it up, then utilt them, and fair, uair, or usmash before they land. On heavier characters you can utilt them twice and then follow it up.
Just an aerial: After the upwards glide toss, you can full hop fair, uair, dair, or even bair if they DI behind you. Do this if they are at 50-90 percent.
FH banana throw > dair: This works over the ledge, after it tips just FH rising throw with the z-button holding forwards, and then press down on the c-stick. Works between 40-100.
Dash attack > SH banana throw > fair: Fun to do, works around 40-60 percent and is a nice thing to mix up. You could just glide toss the banana upwards if you pick it up and it tips your opponent, but w/e, its flashy as hell. Very sexy.
2ND SCENARIO FOLLOW-UPS
If they are sent directly above you...
Dash attack > utilt: Works for 1st scenario and 2nd scenario.
Dash attack > uair: Works for 1st scenario and 2nd scenario.
Dash attack > usmash: Works at very low percents.
Dash attack > bair: Follow their DI afterwards, bair them.
Dash attack > SH/FH dair: Works for 1st scenario and 2nd scenario.
Dash attack > banana throw upwards: If you pick up a banana during the dash attack and the 2nd scenario occurs, throw it upwards without a glide-toss. You know what to do afterwards.. aerial, utilt, or usmash.
3RD SCENARIO FOLLOW-UPS
Dash attack > fsmash: This works 0-100 as long as the dash attack doesn't tip. If you cartwheel past their body, immediately reverse fsmash. This can get KO's if the final hit makes contact with them at high percents. This is something you should use only every now and then because it isn't accurate at all. They can DI away from being hit with the fsmash, but don't forget about it. It is sexy to land and it punishes bad DI after the dash attack. Remember at lower percents they will remain in standing position if the cartwheel doesn't tip, so this is more likely to work at very low percents.
Dash attack > reverse running usmash: This is my favorite 3rd scenario follow-up because it catches people offguard. Most people like to DI after being hit by the dash attack, but they cannot escape the usmash by doing this. They will just land into it, or remain in standing position and get hit by it anyway. I have never had anyone shield the usmash in this follow-up.. ever.
Dash attack > SH bair (plus optional more): So this is pretty obvious, they remain behind you and you just bair them. However, at low percents you can pull off another bair in that short hop, and then go for the grab. They usually don't avoid the second bair, and most likely get hit by it. After they land the most inert reaction is to shield, and that's when you grab. You can also side b monkey flip to substitute the grab. I only use a solitary SH bair if they are ness, lucas, olimar, kirby, or metaknight. I will explain why in this next one.
Dash attack > RAR fair: Why do I love this so much? Because it's powerful knockback is much greater than the bair's. It doesn't matter to me, I rarely kill with a fair in the first place so I use it up all the time. At 40+ percent the 3rd scenario will always send them in the air, in perfect position for a SH fair. If they are a taller character, even if they airdodge the fair will still hit them. They will airdodge into the ground and then get hit with it.
Dash attack > pivot grab: Obvious as the title. Just dash attack, and turn around and grab them.
Dash attack > SH dair: Works in this one as well. Just DI backwards instead of forwards.
Dash attack > SH nair: Don't use this, just listed it.
I believe that's all, if I didn't put something in then I didn't agree with it being a solid follow-up or just didn't remember.
WHERE WILL IT SEND THEM AND WHY?
The dash attack has a total of three scenarios, and three hits in total. It can tip, send them directly above your head, or leave them dangling in the air/remaining in standing position on the ground with no hitstun whatsoever. The last hit I will refer to as "tipping." If it tips (the last hit makes contact) they will be in front of you in the air no matter what percent they are currently hit with. You want to try to space the dash attack to tip, but it doesn't always tip as its spacing is never perfect and your opponent could be moving. The second scenario is that the dash attack sends them DIRECTLY above diddy's head. This happens either when the very start of the third hit (the "tipper") hits them or they just DI it. Either way it is very rare and something not really to worry about. Finally, the third scenario is when the dash attack sends them directly behind you. They have no hit stun, and can react right afterwards. At low percents they remain in standing position after the cartwheel passes them, and at higher percents they are sent a foot off the ground in perfect perfect position to be attacked. This has the greatest amount of follow-ups but it should never happen intentionally. Always aim for tipping the dash attack and if it doesn't tip don't worry, with proper reaction time they will not get away.
To sum it up: 1st scenario is when they are in front of you ranging from 1-3 feet in the air after the dash attack "tips." 2nd scenario is when they are sent DIRECTLY above your head. 3rd scenario is when they are sent behind you.
1ST SCENARIO FOLLOW-UPS
Dash attack > SH or FH fair: Basically, after it tips at just perform a rising forward aerial and it will hit them. Below 40 percent, SH the fair after the dash attack tips your opponent and it will be a true combo. After 40 percent, FH it. It will sometimes be a combo if you FH fair them around 50-60 percent, but afterwards they can airdodge. It doesn't matter about this airdodge, always fair even if it sometimes can be avoided. This is good on-stage if you are generally in the center of the area.
Dash attack > SH or FH dair: These do not combo on certain, smaller characters, but it will RARELY be airdodged I promise! Use this when they are near the ledge. After they are tipped, just perform a rising dair over their head. It will spike them below, and leave them helpless for a barrel spike or whatever. Below 50 percent, always SH the dair. Above 50 percent, always FH it. It takes alot of hand coordination to be flawless with this, practice makes perfect. Mid-stage I never use this. It doesn't have any gauranteed advantage over a dash attack > fair other than being a simple tech chase at times if they are smacked straight down on the ground. If you SH this mid-center stage, they can use a get-up attack to hit you preventing any other follow-ups or simply shield if the spike doesn't send them in lying-down-position.. If you FH it center-stage you can bair them before landing if they have not gotten up yet but other than that, it's point-less to use it for other than near the ledge.
Dash attack > SH or FH uair: I never use this, simply because utilt always substitutes this. short hopping this makes it a true combo, however the full hopped one is not. Full hop it after 50, otherwise always short hop it. Some stick by this follow-up, but personally I don't like it.
Dash attack > utilt: Basic combo. At low percents you can dash attack > utilt twice before following it up with a well-spaced usmash or aerial afterwards. On heavier characters the utilt can sometimes be used even three times after a dash attack! This combo with a single utilt works generally consistently below 100%, so you can see how great it is now hopefully.
Dash attack > usmash: This only combos at very low percents. Use this ALWAYS if you accidently hit a shield in an attempt to eat it up and save yourself from being grabbed. You still can get grabbed, so it's better to usmash just in case they are slow in timing it. The usmash also has a weird property of not being able to get grabbed during it's lag time every now and then. It is amazing for devouring shields. Don't purposely hit the dash attack with shields to do this, you WILL get grabbed! Just only use this as a last resort or as a low percent combo.
Dash attack > nair: Don't ever use this, I said in the title all of the follow-ups and this is one so I'm listing it down lol.
These following ones are complex. If you pick up a banana with the dash attack and it ends up tipping your opponent after picking it up, glide toss it forwards directly up. You can follow this glide toss up by...
Utilt > aerial: Works at very low percents. Glide toss it up, then utilt them, and fair, uair, or usmash before they land. On heavier characters you can utilt them twice and then follow it up.
Just an aerial: After the upwards glide toss, you can full hop fair, uair, dair, or even bair if they DI behind you. Do this if they are at 50-90 percent.
FH banana throw > dair: This works over the ledge, after it tips just FH rising throw with the z-button holding forwards, and then press down on the c-stick. Works between 40-100.
Dash attack > SH banana throw > fair: Fun to do, works around 40-60 percent and is a nice thing to mix up. You could just glide toss the banana upwards if you pick it up and it tips your opponent, but w/e, its flashy as hell. Very sexy.
2ND SCENARIO FOLLOW-UPS
If they are sent directly above you...
Dash attack > utilt: Works for 1st scenario and 2nd scenario.
Dash attack > uair: Works for 1st scenario and 2nd scenario.
Dash attack > usmash: Works at very low percents.
Dash attack > bair: Follow their DI afterwards, bair them.
Dash attack > SH/FH dair: Works for 1st scenario and 2nd scenario.
Dash attack > banana throw upwards: If you pick up a banana during the dash attack and the 2nd scenario occurs, throw it upwards without a glide-toss. You know what to do afterwards.. aerial, utilt, or usmash.
3RD SCENARIO FOLLOW-UPS
Dash attack > fsmash: This works 0-100 as long as the dash attack doesn't tip. If you cartwheel past their body, immediately reverse fsmash. This can get KO's if the final hit makes contact with them at high percents. This is something you should use only every now and then because it isn't accurate at all. They can DI away from being hit with the fsmash, but don't forget about it. It is sexy to land and it punishes bad DI after the dash attack. Remember at lower percents they will remain in standing position if the cartwheel doesn't tip, so this is more likely to work at very low percents.
Dash attack > reverse running usmash: This is my favorite 3rd scenario follow-up because it catches people offguard. Most people like to DI after being hit by the dash attack, but they cannot escape the usmash by doing this. They will just land into it, or remain in standing position and get hit by it anyway. I have never had anyone shield the usmash in this follow-up.. ever.
Dash attack > SH bair (plus optional more): So this is pretty obvious, they remain behind you and you just bair them. However, at low percents you can pull off another bair in that short hop, and then go for the grab. They usually don't avoid the second bair, and most likely get hit by it. After they land the most inert reaction is to shield, and that's when you grab. You can also side b monkey flip to substitute the grab. I only use a solitary SH bair if they are ness, lucas, olimar, kirby, or metaknight. I will explain why in this next one.
Dash attack > RAR fair: Why do I love this so much? Because it's powerful knockback is much greater than the bair's. It doesn't matter to me, I rarely kill with a fair in the first place so I use it up all the time. At 40+ percent the 3rd scenario will always send them in the air, in perfect position for a SH fair. If they are a taller character, even if they airdodge the fair will still hit them. They will airdodge into the ground and then get hit with it.
Dash attack > pivot grab: Obvious as the title. Just dash attack, and turn around and grab them.
Dash attack > SH dair: Works in this one as well. Just DI backwards instead of forwards.
Dash attack > SH nair: Don't use this, just listed it.
I believe that's all, if I didn't put something in then I didn't agree with it being a solid follow-up or just didn't remember.