Monkey Flip: Difference between revisions
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When used, Diddy Kong leaps forward towards an enemy. The distance traveled can be changed depending on whether the Control Stick and special move button are pressed simultaneously or not. The move has two variations: a [[command grab]] if no buttons are pressed during the leap, and a kick with an extended foot if an attack button is pressed. As the move sends him forward, it can be used as a [[recovery]], and it can be used in conjunction with [[Rocketbarrel Boost]], as it does not put Diddy into a [[helpless]] state afterwards. However, the kick variation prevents Diddy Kong from using Rocketbarrel Boost before he lands, making it very likely to cause a [[self-destruct]] offstage. | When used, Diddy Kong leaps forward towards an enemy. The distance traveled can be changed depending on whether the Control Stick and special move button are pressed simultaneously or not. The move has two variations: a [[command grab]] if no buttons are pressed during the leap, and a kick with an extended foot if an attack button is pressed. As the move sends him forward, it can be used as a [[recovery]], and it can be used in conjunction with [[Rocketbarrel Boost]], as it does not put Diddy into a [[helpless]] state afterwards. However, the kick variation prevents Diddy Kong from using Rocketbarrel Boost before he lands, making it very likely to cause a [[self-destruct]] offstage. | ||
If Diddy Kong grabs an opponent with the leap, Diddy Kong will latch onto the victim's face, doing constant damage to them not unlike a [[pummel]] (in ''Ultimate'', this is changed to a scratching animation). If an attack button is pressed while Diddy Kong is latched, he will deliver a single smack attack via a headbutt (a scratch attack in ''Ultimate''), releasing the opponent with moderate knockback. By pressing the jump button after latching onto an enemy, Diddy Kong will jump onto the enemy's head and | If Diddy Kong grabs an opponent with the leap, Diddy Kong will latch onto the victim's face, doing constant damage to them not unlike a [[pummel]] (in ''Ultimate'', this is changed to a scratching animation). If an attack button is pressed while Diddy Kong is latched, he will deliver a single smack attack via a headbutt (a scratch attack in ''Ultimate''), releasing the opponent with moderate knockback. By pressing the jump button after latching onto an enemy, Diddy Kong will jump onto the enemy's head and kick them downwards, which performs a [[Footstool Jump]]. Offstage, this allows Monkey Flip to set up a [[Diddycide]], although the Footstool Jump is almost always a better option as Diddy Kong can recover afterwards. Like [[Chomp]], this attack can [[grab release glitch|block some characters' recovery]] in ''[[Brawl]]''. | ||
==Instructional quotes== | ==Instructional quotes== |
Revision as of 19:14, January 25, 2023
Monkey Flip | |
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Diddy Kong using Monkey Flip in Ultimate. | |
User | Diddy Kong |
Universe | Donkey Kong |
Monkey Flip (モンキーフリップ, Monkey Flip) is Diddy Kong's side special move.
Overview
When used, Diddy Kong leaps forward towards an enemy. The distance traveled can be changed depending on whether the Control Stick and special move button are pressed simultaneously or not. The move has two variations: a command grab if no buttons are pressed during the leap, and a kick with an extended foot if an attack button is pressed. As the move sends him forward, it can be used as a recovery, and it can be used in conjunction with Rocketbarrel Boost, as it does not put Diddy into a helpless state afterwards. However, the kick variation prevents Diddy Kong from using Rocketbarrel Boost before he lands, making it very likely to cause a self-destruct offstage.
If Diddy Kong grabs an opponent with the leap, Diddy Kong will latch onto the victim's face, doing constant damage to them not unlike a pummel (in Ultimate, this is changed to a scratching animation). If an attack button is pressed while Diddy Kong is latched, he will deliver a single smack attack via a headbutt (a scratch attack in Ultimate), releasing the opponent with moderate knockback. By pressing the jump button after latching onto an enemy, Diddy Kong will jump onto the enemy's head and kick them downwards, which performs a Footstool Jump. Offstage, this allows Monkey Flip to set up a Diddycide, although the Footstool Jump is almost always a better option as Diddy Kong can recover afterwards. Like Chomp, this attack can block some characters' recovery in Brawl.
Instructional quotes
instruction booklet | Leap at a foe and latch onto his or her head, then go to town with any attack button. | |
case foldout | Jump and grab a foe. Press in midair to attack. | |
Move List | Leaps forward and grabs whomever he contacts. A second button press causes him to kick. |
Customization
Special Move customization was added in Super Smash Bros. 4. These are the variations:
1. Monkey Flip | 2. Back Flip | 3. Flying Monkey Flip |
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"Leap forward to grab whoever you contact, or press the button again to kick." | "A backward leap that switches to a flying forward kick if you press the button again." | "A higher jump with a weaker kick, but the grab attack is stronger." |
- Monkey Flip: Default.
- Back Flip: Leaps backwards instead of forwards. Press B again to perform a stronger, lunging kick. Cannot grab opponents.
- Flying Monkey Flip: Jumps higher with a stronger jump attack, but a weaker kick and grab attack.
Back Flip in Super Smash Bros. for Nintendo 3DS
Flying Monkey Flip in Super Smash Bros. for Nintendo 3DS
Origin
While Diddy Kong has never used this move in any Donkey Kong game, Donkey Kong uses a similar move in Donkey Kong Jungle Beat, where it was used to grab and pummel enemies. However, it seems to have inspired Diddy Kong's forward/backward Trick Shot in Mario Tennis Aces, which greatly resembles Monkey Flip and functions similarly.
Gallery
Monkey Flip's kick in Super Smash Bros. for Wii U.
Grabbing DK with Monkey Flip in Super Smash Bros. for Wii U.
Names in other languages
Trivia
- If this move is used against Zelda using Triforce of Wisdom at the same time, Zelda will retain her Final Smash glow, but the environment will no longer be dim, and the game will be in a glitched state where Zelda is unable to use her Final Smash. Additionally, Smash Balls will not appear while in this state. KOing Zelda fixes the glitch.
- With proper timing, the camera may even lock in its zoomed in state.
- In training mode, the game will even be unable to be paused.