Bellioes
Smash Lord
Compilation of Diddy's True Combos
Update History
5/18/2009- Posted thread
5/19/2009- Confirmed several 'true combos', added new ones posted by others and split banana section into 2 parts (aerial and grounded opponent)
5/20/09- Added little note about combo meter, fixed other small things
5/22/09- Posted new testing method
7/18/09- Reformatted guide; finished FFer section
I have completely changed how I am going to do this thread. Since the combos are different from character to character (ie. the percents at which they work etc), I have decided to reformat the guide. It will make it easier to read; 4 percents next to each combo, one for each group of characters would be pretty confusing wouldnt it? Navigating through the guide will also be a lot easier and finding character specific combos will be a sinche. So, without the further ado, the reformatted format;
Format
I have separated the Brawl cast into 4 groups; Fast Fallers, Heavyweights, Lightweights, and middle weights. I then did testing on the characters in each group to find percents/validity of each combo listed in the guide. The key to reading the guide is as follows;
Green= Proven to be a 'true combo'
Red= Proven false
Yellow: Is hard to escape but most likely not a 'true combo'
White= Still needs testing
P-1 said that testing in training mode with the combo meter means nothing. He was right... if you dont change the level of the CPU beforehand. The CPU in training mode will not air dodge outve combos so its hard to test whether theyre really 'true combos' or not. But if you change the level to level 9, they will air dodge outve combos. Try it yourselves. Take a level 3 Falco to training mode and do the dash attack to Fair at 40%. It should register as a combo. Now try it on a level 9 at 40% and hell air dodge out. With this method, Ill be able to test these combos accurately. Ill update this as soon as I have the time.
Fast Fallers
Fox, Falco, Wolf, Link
NOTE: I probably missed some. Feel free to let me know of any others.
Jab1
Jab2 Any Percent
Dtilt
Grab
Jab1 and Jab2 have fixed knockback. They DO NOT combo into any other moves, even with jab cancelling. It isnt even possible to Jab cancel after Jab2 into another Jab1>Jab2 combo. Only use this to throw your opponents timing off and mix it up between just using Jab1 and using Jab1>Jab2.
Dash Attack
NOTE: This was very difficult to test accurately. The dash attack has three different hits, each one having varying durations and knockback. And hitting with more than one hit also affects the knockback. When testing, I only hit with the LAST attack of the move and then buffered the next attack in the chain. If you dont buffer, percents will be lower. I also found that hitting with the last two hits will allow these combos to work at higher percents since the opponent doesnt pop up as high as when you just hit with the last hit.
Fair 0-110%
Nair 0% (only works at O%)
Uair 0-88%
Bair never hits if you just land last hit of DA
Dair Never hits
Utilt 24%
Usmash
Fsmash
Banana
Tilts
Dtilt
Dtilt 30-84%
Jab 25-61%
Ftilt
Grab
Smashes
Diddy Hump/Kick
NOTE: Dtilt has two hitboxes. The weak one is near his arms. You really have to be inside your opponent and it sends your opponent straight forward barely above the ground. The stronger one is nearer to his hands and sends your opponent at more of a 45 degree angle upwards and away. At higher percents, you will not get Dtilt to combo into itself unless you hit with the weak hitbox first.
Ftilt
Nothing at the moment. Added for future updates.
Utilt
Utilt 6-24%
Usmash
Uair 17-24%
Fair
Nair
Bair
Grab
Smashes
Usmash
Uair
Utilt
Aerials
Nair
Fair
Bair
Nair
Uair 0-8%
Utilt 0-8%
Usmash
Jab
Banana
NOTE: Uair is the only aerial that combos out of a falling autocancelled Nair.
Fair
Nothing at the moment. Added for future updates.
Dair
Nothing at the moment. Added for future updates.
Bair
Bair
Nair
Diddy Hump/Kick
Uair
Utilt
Uair
Usmash
Specials
UpB
Nothing at the moment. Added for future updates.
SideB
Footstool (aerial hump to grab release) List of characters this works on DHGR > Footstool list Credit goes to ADHD for the list
DownB AKA The Banana
Grounded Opponent
Banana (Will add description of single/double naner locking in later update)
Grab
Fsmash
Dsmash
Ftilt
NOTE: You can pretty much combo anything from a grounded banana but the ones listed are those that are most common. There a lot more options not listed (jabs, aerials etc.)
Aerial Opponent
Fair
Nair
Bair
Uair
Grab
Dtilt
Ftilt
NOTE: The aerial banana combos depend a lot on your spacing. For example, if youre too far to do a standing grab after a glidetossed banana throw on an aerial opponent, then they can escape before you can dash grab them. On the contrary, a standing grab will always combo on an aerial opponent.
Grabs
Diddy doesnt have any notable grab combos accept for the P-1 chaingrab but I dont know enough about it to post it. Ill make sure to post a detailed explanation including which characters it works on after I talk to P-1.
P-1 Chaingrab Description- Not a true combo
Ill have a video up soon.The basic description is that when you glidetoss a banana to a character then you grab them and Bthrow them, depending on the distance you threw your banana, it should land relatively close to you, you then turn around and grab the banana and do the same thing assuming that your opponent didn't tech the stage when he landed, or even if he did it still sometimes works.
Hopefully, this list was helpful and will continue to grow. All you Diddy mains out there, we need your contributions.
Ill update this as people post their test results/ combos I didnt mention.