mdmfromdaridge
Smash Journeyman
The Perfect Single
Banana Lock!
Banana Lock!
What is it?
The perfect single banana lock (PSNL) is an AT that, when mastered, allows for frame perfect control of your enemy, slowly but surely bringing their damage percent from 0%-kill% and ends with the death of the enemy. The PSNL, when performed back and forth, can be accomplished in an area roughly the size of the central diamond on Final Destination. The small amount of surface area required makes this AT especially useful because there will be room to do the AT on almost ANY stage. Furthermore, it is quite possible to perform the PSNL even if there are platforms present on the stage! That means there are very few things (minus the set up) that will inhibit you from performing this AT and consequently getting away with one free stock from your opponent. Sounds like something you're interested in? Then keep reading!
The perfect single banana lock (PSNL) is an AT that, when mastered, allows for frame perfect control of your enemy, slowly but surely bringing their damage percent from 0%-kill% and ends with the death of the enemy. The PSNL, when performed back and forth, can be accomplished in an area roughly the size of the central diamond on Final Destination. The small amount of surface area required makes this AT especially useful because there will be room to do the AT on almost ANY stage. Furthermore, it is quite possible to perform the PSNL even if there are platforms present on the stage! That means there are very few things (minus the set up) that will inhibit you from performing this AT and consequently getting away with one free stock from your opponent. Sounds like something you're interested in? Then keep reading!
How I will explain it:
Due to the nature of this AT, I will be breaking the total action up into 4 seperate sections or phases. I will then attach one last section or phase, this one entailing the method used to either loop the whole process, or the method used to end the action with a smash or other kill move. First I will give a general synopsis of each phase in the Basic's section, and in the following section I will map out the details for Directional Influence (DI) and how to utilize it to control the direction of your opponent. After I have gone into detail on how to perform the PSNL on it's own, I will then update the OP with information on setting up the PSNL, and then possible differences in excecution between different sized characters. Finally, I will add a section for stages in which you can perform it in one place or another. Now, one last thing before we begin....
Due to the nature of this AT, I will be breaking the total action up into 4 seperate sections or phases. I will then attach one last section or phase, this one entailing the method used to either loop the whole process, or the method used to end the action with a smash or other kill move. First I will give a general synopsis of each phase in the Basic's section, and in the following section I will map out the details for Directional Influence (DI) and how to utilize it to control the direction of your opponent. After I have gone into detail on how to perform the PSNL on it's own, I will then update the OP with information on setting up the PSNL, and then possible differences in excecution between different sized characters. Finally, I will add a section for stages in which you can perform it in one place or another. Now, one last thing before we begin....
THE IMPORTANCE OF TIMING AND CADENCE!
Before you start writing of this section in your mind as "Noob Data," I want to at least say that THIS IS VASTLY IMPORTANT TO FRAME PERFECT TIMING. Timing is a HUGE issue when considering combo's, which is essentially what an infinite is. A lot of people develop the misconception that in order to perform some combos, you must perform the actions as quickly as possible. THIS is not one of those combos. Humor me for a moment and follow this thought process.
Before you start writing of this section in your mind as "Noob Data," I want to at least say that THIS IS VASTLY IMPORTANT TO FRAME PERFECT TIMING. Timing is a HUGE issue when considering combo's, which is essentially what an infinite is. A lot of people develop the misconception that in order to perform some combos, you must perform the actions as quickly as possible. THIS is not one of those combos. Humor me for a moment and follow this thought process.
A combo is performed when an opponent has been hit with an attack, and before the hit stun from the attack has run out, you hit your foe with ANOTHER attack so that there was no chance for them to escape unless you mess up your following attack. THAT is a combo. The difficulty of combo's, comes from the physics restraints built into the game. Sometimes it would simply be impossible to travel a certain distance in the amount of frames of hit stun the opponent has. That becomes a large problem during this specific AT, because when performing one action, if done to early, can prevent you from reaching the opponent in time to perform the next action, so when I say that you must not rush a certain action, I MEAN DO NOT RUSH A CERTAIN ACTION. Now, lets begin.
PSNL: The Basics
SIDE NOTE: ALL PHASES ARE ASSUMING YOU ARE USING FALCO AS YOUR OPPONENT IN TRAINING MODE WITH CPU SET TO STOP! DO NOT ATTEMPT CPU/WALK UNTIL YOU HAVE PRACTICED WITH CPU/STOP. REMEMBER, USE FALCO! SOME CHARACTERS TRIP DIFFERENTLY AND I WILL ADDRESS THOSE LATER!
Phase 1: Footstool Number 1.
First start out with a banana in hand. There is no need to have another banana on the field, not until we get into the setup section of this guide. For those of you who never really 'practiced' learning how to do a footstool properly, just know it's pretty basic. If you and your opponents feet are both planted on the ground, simply stand in extremely close proximity to their character, and double tap the jump button as quickly as you can. ONLY 2 TAPS. The first to jump, and the second to footstool. Obviously you can't footstool an opponent like that normally, but this is for practice purposes. This first footstool will put you a good distance up into the air, there is no real need to DI anywhere, just go straight up. Details in next section, for now move to phase 2.
First start out with a banana in hand. There is no need to have another banana on the field, not until we get into the setup section of this guide. For those of you who never really 'practiced' learning how to do a footstool properly, just know it's pretty basic. If you and your opponents feet are both planted on the ground, simply stand in extremely close proximity to their character, and double tap the jump button as quickly as you can. ONLY 2 TAPS. The first to jump, and the second to footstool. Obviously you can't footstool an opponent like that normally, but this is for practice purposes. This first footstool will put you a good distance up into the air, there is no real need to DI anywhere, just go straight up. Details in next section, for now move to phase 2.
Phase 2: Banana Throw Number 1.
By this phase you have already performed the 1st footstool, and if you followed direction, you applied NO DI to the movement just yet. In this phase you will down throw your banana AT THE APEX OF YOUR JUMP. DO NOT THROW IT EARLIER OR LATER. If you throw the banana too early, then you have wasted whatever stun frames are left over from the footstool, and you will not be able to get your next footstool before the opponent has recovered from this first banana trip. If you throw too late, then the footstool stun frames run out and they can simply roll or dash away before the banana is thrown or hit. THROW AT THE APEX. After the banana hits, you will DI towards the opponents trip (more details later) and while you are falling towards them, you will Z-catch your banana as it bounces up. ONTO PHASE 3!!!
By this phase you have already performed the 1st footstool, and if you followed direction, you applied NO DI to the movement just yet. In this phase you will down throw your banana AT THE APEX OF YOUR JUMP. DO NOT THROW IT EARLIER OR LATER. If you throw the banana too early, then you have wasted whatever stun frames are left over from the footstool, and you will not be able to get your next footstool before the opponent has recovered from this first banana trip. If you throw too late, then the footstool stun frames run out and they can simply roll or dash away before the banana is thrown or hit. THROW AT THE APEX. After the banana hits, you will DI towards the opponents trip (more details later) and while you are falling towards them, you will Z-catch your banana as it bounces up. ONTO PHASE 3!!!
Phase 3: Footstool Number 2.
After you recatch the banana, and DI towards your opponents trip, you will be required to perform the second footstool. A few notes first, DO NOT JUST BUTTON MASH. The first few times I tried this I would just mash the jump button furiously as I approached my tripped opponent. IT NEVER WORKS. Simply wait until Diddy is just about sitting on the head of the enemy, and tap the jump button, you should jump of their head without Diddy touching the ground, and because you don't touch the ground, this second footstool will be roughly half the size of the first footstool. If you are touching the ground at this section, or if you are jumping WAY up in the air, you are doing it wrong. NEXT PHASE!
After you recatch the banana, and DI towards your opponents trip, you will be required to perform the second footstool. A few notes first, DO NOT JUST BUTTON MASH. The first few times I tried this I would just mash the jump button furiously as I approached my tripped opponent. IT NEVER WORKS. Simply wait until Diddy is just about sitting on the head of the enemy, and tap the jump button, you should jump of their head without Diddy touching the ground, and because you don't touch the ground, this second footstool will be roughly half the size of the first footstool. If you are touching the ground at this section, or if you are jumping WAY up in the air, you are doing it wrong. NEXT PHASE!
Phase 4: Banana Throw Number 2.
This phase was the one I always had the most trouble with. Depending on what your intentions are, this phase can require a couple very small DI movements that can mean the difference between getting that kill or throwing away a golden opportunity. Once again, details will be discussed soon, heres the basic idea though. Once again, you will throw the banana at the apex of the throw. Not early. Not late. Apex. And once again, you must DI towards your opponents trip. You can dictate the direction of the trip depending on DI. Also like the last banana throw, you MUST recatch the banana. I use Z-catch for simplicity. I think regardless of your timing you will air dodge to catch this banana, but thats perfectly fine. Unlike the last banana throw though, YOU WILL LAND ON THE GROUND before you continue, as close to your opponent as possible. You DO NOT footstool the opponent again before touching the ground. Now onto the 5th and final phase.
This phase was the one I always had the most trouble with. Depending on what your intentions are, this phase can require a couple very small DI movements that can mean the difference between getting that kill or throwing away a golden opportunity. Once again, details will be discussed soon, heres the basic idea though. Once again, you will throw the banana at the apex of the throw. Not early. Not late. Apex. And once again, you must DI towards your opponents trip. You can dictate the direction of the trip depending on DI. Also like the last banana throw, you MUST recatch the banana. I use Z-catch for simplicity. I think regardless of your timing you will air dodge to catch this banana, but thats perfectly fine. Unlike the last banana throw though, YOU WILL LAND ON THE GROUND before you continue, as close to your opponent as possible. You DO NOT footstool the opponent again before touching the ground. Now onto the 5th and final phase.
Phase 5: A powerful ending or a new beginning?
Finally, the last phase of this AT. At this point you must make a decision. Will you end the PSNL with a bang and smash your opponent into the outer limits of your chosen stage, or will you begin the process from the beginning and apply even more damage to further guarantee the theft of a stock?
Finally, the last phase of this AT. At this point you must make a decision. Will you end the PSNL with a bang and smash your opponent into the outer limits of your chosen stage, or will you begin the process from the beginning and apply even more damage to further guarantee the theft of a stock?
If you chose to smash your opponent at this time, then I will explain my favorite and the most simple method that I know of. After recatching the banana and landing on top of the feet of your opponent, simply down throw the banana immediately upon landing, and immediately throw a down smash out. The down throw banana will trip the opponent once more, and because of the repetition of this AT, your Dsmash should not be diminished at all, and should effectively kill your opponent off the edge of the stage, depending on how high you brought their damage percent.
If you want to continue adding damage to your opponent, then upon landing with the banana, you do the following. Land at their feet, do a quick dash towards your opponent, and as soon as possible double tap the jump button to perform a footstool from the ground, and once again restart the entire process. Now onto the knitty gritty of this AT.
PSNL: Details and DI
Phase 1: Footstool DI Number 1.
This phase is pretty simple and doesn't really require much DI if any. Just go straight up.
This phase is pretty simple and doesn't really require much DI if any. Just go straight up.
Phase 2: Banana Throw DI Number 1.
I didn't much experiment with changing the direction of their trip when in this phase. For falco, who all my tests were done on, if you do not DI left or right after the footstool, the banana will cause him to trip backwards, away from the direction he was facing, and he will remain facing that way up until you get your second footstool. That being said, test on whatever character you like, and observe the direction of the trip the first time, and the next time react accordingly to get your second footstool. Do not begin your DI until after you throw the banana, otherwise it will affect the trip direction. Once you throw it, immediately begin DI'ing towards your opponent, aiming for the head, and don't forget to recatch your banana once it bounces from their head. Remember, don't throw the banana until the apex of the jump.
I didn't much experiment with changing the direction of their trip when in this phase. For falco, who all my tests were done on, if you do not DI left or right after the footstool, the banana will cause him to trip backwards, away from the direction he was facing, and he will remain facing that way up until you get your second footstool. That being said, test on whatever character you like, and observe the direction of the trip the first time, and the next time react accordingly to get your second footstool. Do not begin your DI until after you throw the banana, otherwise it will affect the trip direction. Once you throw it, immediately begin DI'ing towards your opponent, aiming for the head, and don't forget to recatch your banana once it bounces from their head. Remember, don't throw the banana until the apex of the jump.
Phase 3: Footstool DI Number 2.
This microscopic amount of DI will change whether you continue moving in one direction with your banana lock or turn around to keep the PSNL relatively stationary. If you choose to continue going in one direction (for example, in order to get your opponent closer to the edge) then you do not need to apply any DI whatsoever, simply continue as you would normally. If you wish to turn the PSNL around, then you need to apply a VERY SMALL AMOUNT OF DI. If the opponent is facing left, you want them to trip towards the left instead of right, and you just finished your footstool, the way that I would apply DI is to simply and quickly make a swift tap towards their back as to put yourself just to the right and above the center point of their body, therefore changing the direction that the banana will trip them. If you tap the control stick and hold it, you will go to far and the banana won't hit them at all, so be aware of that. After you decide whether or not you want to turn them around, then you can move onto the next phase.
This microscopic amount of DI will change whether you continue moving in one direction with your banana lock or turn around to keep the PSNL relatively stationary. If you choose to continue going in one direction (for example, in order to get your opponent closer to the edge) then you do not need to apply any DI whatsoever, simply continue as you would normally. If you wish to turn the PSNL around, then you need to apply a VERY SMALL AMOUNT OF DI. If the opponent is facing left, you want them to trip towards the left instead of right, and you just finished your footstool, the way that I would apply DI is to simply and quickly make a swift tap towards their back as to put yourself just to the right and above the center point of their body, therefore changing the direction that the banana will trip them. If you tap the control stick and hold it, you will go to far and the banana won't hit them at all, so be aware of that. After you decide whether or not you want to turn them around, then you can move onto the next phase.
Phase 4: Banana Throw DI Number 2.
After you have decided which direction to make your opponent trip, make sure that you follow the banana throw up IMMEDIATELY with continuous DI towards your opponents trip and with the banana recatch. If you don't DI quickly enough, then trying to repeat the action will result in a few frames of freedom for your opponent, and we don't want them being able to escape. Point in fact, DI fast after the throw.
After you have decided which direction to make your opponent trip, make sure that you follow the banana throw up IMMEDIATELY with continuous DI towards your opponents trip and with the banana recatch. If you don't DI quickly enough, then trying to repeat the action will result in a few frames of freedom for your opponent, and we don't want them being able to escape. Point in fact, DI fast after the throw.
Phase 5: KO or Not DI
There is no DI involved in this portion. Simply repeat the process or KO your opponent, your choice.
There is no DI involved in this portion. Simply repeat the process or KO your opponent, your choice.
How You Should Practice!
Practicing often is one of the best ways to make sure you learn a new skill well and master it, but perhaps more importantly, is practicing the correct way. I've been playing piano for 11 years, so believe me when I say that I know a good deal about muscle memory.
DO NOT START WITH CPU/WALK. It's not worth it, unless you are already a God at these types of AT's, the only thing you will accomplish is a giving yourself a constant feeling of dissapointment and inadequecy at not being able to perform your new PSNL on an opponent that will always escape at the first possible available frame. Start with CPU/stop. It will allow you to learn how to perform the PSNL in it's most basic form, and give you the basic idea of how to accomplish and repeat the PSNL smoothly. When you are able to loop it on CPU/stop over and over, and then end it with the Dsmash, then you will be prepared to move onto CPU/walk.
When you do start practicing with CPU/WALK on, then make sure you watch your training CPU very closely. If you see that after the footstools they are able to walk even the smallest bit, then it was not frame perfect and you need to try again. If they trip in the opposite direction then you intended, then that means they were able to move enough to mess up your banana throw.
Eventually you will be able to start looping with frame perfect timing, and when that has been accomplished, you will be ready to start practicing different set ups!!!!
Your PSNL Setups!
This section will be coming soon. I will be doing my research into good ways of start the PSNL. If you have any suggestions please post them here.
Differences between Characters!
I should be able to research this on my own, but if any of you would like to help then it would be quite appreciated. Just PM if you are going to try out some characters and I will adjust my research accordingly.
PSNL Prone Stages!
These will be the stages on which you can perform the PSNL, even if just for a moment. I will most likely have them ranked in order of difficulty. Difficulty will be decided based on how long you have to set up and achieve the PSNL, how large of an area you have to work with, and whether or not there are other obstructions that may interfere.
Wrapping it all up.
The PSNL can be an extremely dangerous weapon. The ability to bring an opponent from 0% - death is something that most characters would beg to have. Luckily enough, Diddy was blessed with this ability. Do keep in mind that if your opponent can get a hold of your banana, there are a good deal of characters that can do the PSNL right back to us. Regardless, the PSNL has the ability to completely flip a match onto it's head. Where once you might've been losing, you may now be in the lead. Master it, and use it. If we can find a way to start getting this infinite off in tournament, then us Diddy players will have yet another weapon to terrorize our opponents. Happy Tripping everyone!!!
The PSNL can be an extremely dangerous weapon. The ability to bring an opponent from 0% - death is something that most characters would beg to have. Luckily enough, Diddy was blessed with this ability. Do keep in mind that if your opponent can get a hold of your banana, there are a good deal of characters that can do the PSNL right back to us. Regardless, the PSNL has the ability to completely flip a match onto it's head. Where once you might've been losing, you may now be in the lead. Master it, and use it. If we can find a way to start getting this infinite off in tournament, then us Diddy players will have yet another weapon to terrorize our opponents. Happy Tripping everyone!!!
LAST THING: I know there are typos and stuff but I'm too lazy after all that typing to fix them so deal with it.