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**Diddy Kong [Old] General Match-Ups**

Vyse

Faith, Hope, Love, Luck
BRoomer
Joined
Jul 6, 2005
Messages
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Location
Brisbane, Australia
The Diddy Kong Forums
Diddy Match up Chart


This is a list of Diddy Kong matchups comprising of evaluations of Diddy's advantages and disadvantages against each character. This is shown both as a hard, numerical ratio, a small description and links to informative analysis's of these matchups.

Please note, this is a work in progress.

Previously, the matchup thread comprised of descriptions based of of Player-1's thread:
The final version of the old Matchup List can be found below on this page.



Also, located here is Player-1's Video Thread on Character Match Up's
---

Le_THieN said:
Week #2
Falco

:falco:
Match-Up Estimate - 4 : 6
[This match-up is slightly in Falco's favor]

Falco's Advantages:

  • superior projectile pressure
  • abusable chain-throw
  • a very big boost grab/pivot grab range
  • high-priority, auto-canceling aerial attacks with multi-hit properties
  • a large, ranged, and disjointed reflector


Diddy's Advantages:

  • superior ground speed
  • more balanced aerial movement
  • longer and more versatile recovery
  • slightly faster smashes overall


Specific Match-Up Points:

  • First order of business: Falco's F-smash. Please acclimate yourselves to the range and sheer hit-box size on this move ASAP. The hit-box starts from behind him as he draws his arms behind him and lunges forward as he strikes, creating a hit-box arc similar to Marth's F-smash. This makes jumping over it a tricky chore, and rolling through it is akin to pretty much inviting Falco into your village to **** your women and pillage the wheat supply. If you're out of position to counter or retaliate, run or roll away. Also, punish this move carefully, for there are IASA frames that can be canceled directly into Falco's ridiculously ranged and higher-priority-than-normal jab combo.
  • Falco's lasers are, as far as I know, the only projectile in the game that does not dissipate after traversing a certain distance. They can cover any known length and short-hopped or full-jumped lasers can create irritating walls that hinder and interrupt approaches. Falco's lasers are, along with Pit's Light Arrows, the only projectiles in the game that do not dissipate after traversing a certain distance.
  • If Diddy is grabbed at any point before roughly 40%, he can and will be chain-thrown. No amount of DI (smash-assisted or not) can stave this off as Diddy's general weight makes this inescapable. Falco's diverse grabbing options combined with short-hopped lasers really makes avoiding being grabbed quite the challenge.
  • The reflector has an asininely long activation time, starting immediately from the point it his kicked out all the way to when it is retracted.
  • Since it appears that the Rocket Barrel Blast loses priority over great distances, attempts to get back to the stage will be thwarted by Falco's B-air virtually every single time if he is in position to intercept your trajectory.
  • With the exception of F-air, all of Falco's aerial attacks can be short-hopped and auto-canceled.
  • Expect constant shield pressure from Falco's ability to DLX-cancel. Falco can bait the shield-grab with the dash attack, but then interrupt by canceling into an U-smash once you have dropped your shield.


Strategic Notes:

  • One of Falco's best options to interrupt Diddy's momentum is to activate the reflector. The benefits to this are twofold: Diddy's momentum is usually tied into his banana approach, and not only will they be reflector, but Diddy will take 5-6% damage each time as well as trip if he's on the ground. One good way to punish this is to bait the reflector and perfect-shield it. Once the hit-box has been shielded, you have more than enough time to attack before the move is over. Make sure you're baiting him without a banana though; even though you will no longer get hit once you're inside the range of the reflector, it can still reflect back at you, regardless of whatever direction you choose to throw.
  • The other, less exploited solution to the reflector is to bait the reflector with a banana and then crawling underneath it. Once you have crawled past the actual reflector and its hit-box, you have the option to D-tilt with a banana in hand or glide-toss.
  • Although you can't DI away from the chain-throw, you can occasionally smash-DI toward the ledge if you are about to end up off-stage and avoid Falco's D-air spike setup.
  • In the event that you do end up being D-air spiked, make note of Falco's positioning and the number of jumps he has left in order to evaluate your recovery options. Sometimes you can use your second jump in order to grab the ledge depending on how far you were spiked; other times you have no choice but to barrel-rocket back to the ledge. If you are forced to use the barrel rockets and you are in danger of being edge-hogged, stall by charging the barrels in order to exhaust Falco's invincibility frames on the ledge, and then recover. Your opponent will have no choice but to either get off or eat 10% damage while you still make it back to the ledge.
  • Falco's DLX cancel is punishable in two specific ways: you must perfect-shield the initial dash attack in order to have enough time to interrupt the approach with a shield-grab, or you must shield both attacks completely. Split-second spacing adjustments can ruin the attempt, as Falco's dash attack needs to make contact against hurt-boxes or shields immediately within the first few frames of activation so that he can quickly activate an U-smash afterward. The cool-down lag on Falco's whiffed DLX attempt can then be punished accordingly.
  • The Falco Phantasm is difficult to punish, but peanuts and bananas can interrupt his recovery off-stage and force him to resort to the infinitely more mediocre Firebird (which can be easily edge-hogged). Other, more difficult ways you can interrupt the Phantasm is simply by jabbing once at the edge of the stage and following up with a spike or edge-hog attempt, a Diddy Hump during the Phantasm's activation frames, or – believe it or not – a perfectly-timed F-tilt. Alternatively, the Phantasm can still be punished if he makes it back on-stage in the event that you shield it with a banana in hand so that you can follow up with a glide-toss as soon as the attack is over.
Week #3
Meta Knight

:metaknight:
Match-Up Estimate: 4 : 6
[This match-up is slightly in Meta Knight's favor]
~ Props to Le_THieN for doing a massive re-write

Meta Knight's Advantages:
  • superiority in almost every characteristic facet imaginable:
    • speed
    • range
    • priority
    • aerial mobility
  • very small hurt-boxes
  • disjointed hit-boxes on virtually all attacks
  • boasts the longest, safest, and most versatile recovery in the game
Diddy's Advantages:
  • bananas out-prioritize every single move in Meta Knight's arsenal
  • can arguably kill with successfully-landed KO moves at earlier percentages
Specific Match-Up Points:
  • Meta Knight's Shuttle Loop is, best to my knowledge, still in the running to be named the absolute best special move in the game. It is a special attack that combines blistering speed, high priority, and an absurd amount of knock-back at low percentages that not only makes it the perfect anti-air and anti-edge-guarding tool, but also doubles as an ideal off-stage gimping resource.
    • On top of that, it has at least one frame of super armor during its nearly nonexistent start-up, and automatically places Meta Knight into a gliding state - setting him up for a glide attack equal in priority and power.
      • If the glide attack is executed near the ground, it can be lag-canceled into any number of Meta Knight's other, near-lagless ground attacks. This makes this possible three-move chain virtually unpunishable.
  • Meta Knight's fast ground speed, high-priority special moves and plethora of ranged, disjointed attacks all grant him the ability to quite literally crush the spacing of every single character in the game.
    • Additionally, Meta Knight has absolute aerial superiority in every way. Aside from a ground game that shuts down most other characters' abilities to safely approach horizontally, Meta Knight is even able to administer a ridiculous degree of pressure by vertically spacing with his fast, ranged and lagless U-air and D-air.
  • All four of MK's special moves grant him some degree of significant mobility; this effectively grants him four different recovery options.
  • Most Meta Knight mains will stay in a constant state of flight and zone from the air in order to decrease the effectiveness of Diddy's banana approaches.
  • Diddy is very, very susceptible to Meta Knight's off-stage gimping game due to the vulnerable nature of both the charged and blasted states of the Rocket Barrel Blast. If Meta Knight intercepts Diddy at any point of the Rocket Barrel Blast, Diddy is almost as good as dead.
Strategic Notes:
  • As previously mentioned, there is one trump card that Diddy has over Meta Knight (as well as the remaining entirety of the rest of the Brawl cast) that he will never be able to beat if they are effectively deployed: bananas. Combined with unique ability to readjust spacing with glide-tossing, you will always be able to quickly capitalize on a Meta Knight who enters a tripping state or a short banana hit-stun state in the air. The smart, measured application of bananas in this match-up will ultimately determine which direction the favor will swing in; it's therefore imperative that Diddy has bananas out at all times.
    • The Mach Tornado is one specific move that MK mains are fond of whose respective cool-down frames can be taken advantage of with glide-tossing. Diddy has surprisingly diligent shield endurance against the Mach Tornado, and he can immediately glide-toss out of a shield in order to punish the Mach Tornado's period of cool-down.
    • Similarly, D-smash is easily one of MK's most used and abused attacks due to its blinding attack speed and strength, as well as nearly nonexistent execution lag. If I recall correctly, the second hit of the attack actually has more knock-back, so expect to see a D-smash if you anywhere in range, especially from behind. Use prudent positioning in order to get behind him and bait the move - even with slight shield-stun, there is still just enough time for Diddy to get in a glide-toss before Meta Knight can spot-dodge or get his own shield up. Even if the timing is whiffed and MK manages to block the banana, make sure that you always glide toss forward in order to close distance and quickly follow up with a grab.
  • If Meta Knight takes to the skies, do not even attempt to go head-to-head with any of his disjointed aerial attacks (unless you have a banana in your hand or you are punishing a whiffed attack). Hit, re-space and run by harassing Meta Knight while he is in the air with a salvo of peanuts varying in height and jumping banana throws in order to bring him back to the ground.
  • Surprisingly, Diddy has a diverse array of options in order to interrupt and override the Mach Tornado:
    • Banana Peels
    • Diddy Hump
    • F-tilt
    • fast-falled N-air (above the whirlwind)
    • Rocket Barrel Blast (you must allow yourself to be hit during the charged state)

    The Diddy Hump and F-tilt in particular require a high degree of spacing awareness and directional anticipation of which way Meta Knight will go once he has activated the Mach Tornado.
  • For as excellent as Meta Knight's overall recovery might be, Diddy has the distinct advantage of having the superior recovery that combines the longest and furthest horizontal and vertical trajectory – with, of course, proper aerial spacing and enough of a barrel charge. Meta Knight mains who are aggressively edge-guarding you will almost never chase you any further off-stage if you actually jump or Monkey Flip backwards in order to adjust spacing for your Rocket Barrel Blast. By that point, you will already be charging your barrels to maximum charge, and the slow descent of your charged state will position you off-stage in such a way that you are actually too low and too far away for Meta Knight to gimp you and recover himself. It takes some practice and precise directional influence, but it is logically one of the safest ways to recover without putting yourself in immediate danger of being directly gimped.
    • If possible, it is worth the effort for you to bait Meta Knight some distance off-stage before you re-space by jumping backwards. Opponents will then be faced with the dilemma of pushing onward with the chase (in which case they will also face the higher probability of death), or simply turning around and flying back on-stage. If they choose the latter, you occasionally score free damage by to rocket-barreling back onto the stage, but not before you blow through an actually helpless Meta Knight.
  • The Drill Rush is easily escapable. You can minimize the damage it inflicts by smash-DIing through it.
Week #7
Wolf

:wolf:
Match Up Ratio - 6 : 4
Wolf's Favour


Match-Up Facts:
  • Wolf's Shine has a plethora of uses, not just in reflecting bananas, but it will be used more-so in interrupting whatever offensive you might try to launch against him
  • Wolf's Dsmash is comparable to Metaknight's. It comes out fast and punishes hard. It'll kill you as early as 90% off the edge of any stage.
  • Wolf has a nasty Bair. Comes out quick, and with good air control, is hard to punish.
  • His laser is very effective at stopping ground approaches, and prediction on Wolf's part will stop a short hop approach as well from a short hopped laser.

Match-Up Strategies:
  • Wolf has a relatively long trip animation, making banana lock combo's very lethal.
  • Wolf has a relatively sub-par recovery, making gimping an effective means of defeating Wolf.
  • Don't let Wolf camp you! It might seem obvious, and is true for any match up, but you can't let him get into a position where Wolf can sit back and control the match.

Stage Counter Picks:
  • It's tough to counter pick stages against Wolf. Going with Diddy's staple stages may be the best option. I'd pick between Battlefield, FD and Smashville.

Le_THieN said:
As far as match-up advantage is concerned, I would give the slight edge to Wolf. The two primary components behind my reasoning lies in Wolf’s shine game (his invincibility frames as well as his ability to interrupt every single move as early as the first five frames has a tendency to abduct any momentum you might have built) and his D-smash (a difficult-to-punish attack that clever Wolf mains will quite literally hold onto this move until around 90%, where it spells instant KO at the edge of virtually any stage). Other things that might elicit a substantial headache are Wolf mains who abuses B-airs in Wall of Pain tactics. The reason why this is effective is because of Wolf’s swift aerial movement: he moves through the air in both vertical and horizontal directions much quicker than Diddy can, although his heavy weight makes for some stiff DI.
Greater Insights into this matchup can be found in the following posts:
Le_THieN's very in depth and endorsed description of this matchup
Nitrix's Analysis
Gheb_01's Analysis (Which is discussed in further posts)

Le_THieN said:
Week #8
Dedede

:dedede:
Match-Up Estimate - 6 : 4
[This match-up is in Diddy's favor]

Dedede's Advantages:

  • Massive ground range
  • superior speed and priority on primary aerial attacks
  • Waddle Dees can potentially interfere with banana setups
  • high capacity for early KOs
  • massive, nearly ungimpable recovery
  • heavyweight


Diddy's Advantages:
  • superior ground speed
  • more versatile ground offense
  • quickly racks up damage
  • D3's sheer size doubles his susceptibility to combos
  • nearly omnipresent stage control via projectile pressure
  • bananas negate chain-grab


Specific Match-Up Points:

  • D3 will often take to the skies after he posts up a Waddle Dee or two in order to temporarily discourage glide-tossing approaches. B-air will beat your aerial approaches more often than not, and N-air - although not particularly very strong - has instant activation. His multiple jumps also makes approaching him while he's airborne a headache, as he can advance to pressure and retreat at will without the threat of being shield-grabbed looming over him. It's very possible to punish both moves with appropriate spacing, but I never even bother going head to head in an aerial battle. An effective way to bring him back to the ground is with arced popgun shots or jump-thrown bananas.
  • There's some debate and clarification needed on this next point, but it's unclear whether or not Diddy is one of the few characters who can create enough separation between him and D3 in-between grabs in order to spot-dodge or roll away by smash DIing. Either way, smash DIing never hurt anyone, and capitalizing on the opportunity of whiffed dash grabs comes up surprisingly often. An effective go-to move after side-stepping a dash-grab approach is to U-smash upon reappearance.
  • D3 out-ranges you on the ground with three specific moves (F-smash, F-tilt and his jab combo), but the lag on these as well as the remainder of his ground arsenal are so punishable, it's almost laughable. Unless you've already breached his defenses with a banana, there's really no reason to be that close to him, anyway. You can't go wrong with being on either the offense or defense in this match-up, especially since both modes tend to yield very favorable results.
  • The only ground move that I would be wary of his U-tilt. It's one of the faster options he has, and can kill in the range of 90% if it's been kept fresh. Although D3's actual defense game isn't great against Diddy, his actual tools (particularly his fast spot-dodge and fast, long roll) are great. If you whiff a cartwheel due to a spot-dodge and you're in critical percentages, expect to eat an U-tilt and die. Likewise, D3 can just space his roll to where he reappears in range and still use the move on you. Although considerably less common, D3's U-tilt can double as an anti-air tactic due to the invincibility frames he has at the very beginning of the move.
  • Always be conscious of D3's grab range. It's definitely a top contender for longest, non-tethered grab, and having this applied in a reverse pivot makes it even more ridiculous-looking. D3 lacks proper setups out of D-throw or F-throw if he isn't near the ledge, but it can certainly spell trouble for you later down the stock if you're eating 7-9% at a time during several points of the match.
  • Hitting Waddle Dees will decay/refresh your moves. It becomes immediately obvious as to why this is important. Be careful of wasting attack strength on them, however, also be aware that hitting them can also refresh moves, so mixing up the attacks you use to clear them away is important.
  • This is one of D3's asininely terrible match-ups, and his shortcomings here need to be exploited to the fullest extent. Only carelessness and laziness are your enemies. Watch out for that rare but still perilous death at 30% at the edge of the stage. That can really derail your momentum if you're having to spend the remainder of your stocks playing catch up because you either hesitated to challenge the F-smash or because you blindly ran into it.


Strategic Notes:

  • The infamous D3 chain-grab is pretty simple to deter; make sure there's a always a banana around, or even in your hand in the event that D3's D-throw forces you to accidentally drop it. Even if you end up eating a few D-throws and end up off-stage, use your recovery options wisely and even space yourself away from an approaching D3 who his trying to gimp you if necessary. He'll have a much harder time chasing you off-stage if you're rocket-barreling from great distances. Avoid being put in a position where you have to recover below stage level though, because D3 will have a considerably easier time gimping you.
  • Diddy far and away outclasses D3 on defense, so if he decides to start turtling behind Waddle Dees, start pressuring with arced peanuts and jump-tossed bananas. Hell, you can even run past the Waddle Dees and glide-toss. Once you're in range, it ought to be Combo City from there.
  • The last thing you all need to really consider is actively saving your smashes. Pick one - it doesn't matter. Otherwise, you'll be racking up anywhere between 400-600% between two or three stocks every match, and that's a lot of unnecessary work. It goes without saying that D3 is one of the heaviest characters in the game, and he has a tendency to make move decay become quickly and painfully apparent.
Week #8
Yoshi

:yoshi:
Match-Up Estimate - 5 : 5
[This match-up is relatively neutral]

Yoshi's Advantages:

  • Greater Range on Diddy Kong, which can make close range play difficult at times.
  • Yoshi has a chain grab on Diddy Kong (As well as most other characters)
  • Yoshi's Double Jump + Air Dodge makes him much less gimpable


Diddy's Advantages:

  • Diddy's Chain Grab is effective against Yoshi
  • Despite being out ranged, with bananas in hand, Diddy can apply a close ranged pressure game
  • Quicker Tilts and Smashers at his disposal can quickly apply pressure and force Yoshi to back off.


Specific Match-Up Points:

  • Diddy's main problem in this matchup is that most of his attacks (except continuous jab and possibly bair) get outranged. This problem can be mostly eliminated by running a close range game, something that Diddy isn't too bad at between his jab, tilts and grab.
  • Yoshi can't Glide Toss. However, he has DJC toss which is like Glide Tossing. So when Yoshi has a banana in hand, expect something of the sort.
  • If Yoshi can't deal with bananas or doesn't have the patience to work past them, Diddy has won. Since it is an even match up, it becomes less about characters and more about player mentality.
  • Diddy has a harder time edgeguarding Yoshi, and requires a lot of reading, fakeouts and punishing
  • Watch out for the sliding up smash.
  • Yoshi's chain grab works better against Diddy than a lot of other characters, so be careful.


Strategic Notes:

  • Always have a banana behind you so that Yoshi trips while grabbing.
  • The way to control this match is by playing an aggressive, close range game using the bananas as much as possible.
  • Save those smashes, and nail Yoshi with them at KO percents, this is because Yoshi's recovery is difficult to gimp
---
In light of what Colbert has said and indications from others, I'm going to say this. Feel free to discuss any character, and ask questions about them. Each week will have a focal character that people can speak their opinions on in particular. But people should also feel free to talk about other characters as well.


Basically, this thread should serve to (Amongst other things) prevent the need for 'How do I beat 'X' character?' threads.


***​

The idea behind this thread is not a new one. In a few of the character sub-forums there are 'weekly match up' discussion threads wherein users will discuss the pro's and con's of a particular match up, and various strategies for winning against said characters. This discussion will last for a week before discussion will move onto a new match up.

So I figure, why not do this for Diddy Kong as well :laugh:

Of course, we also have AlphaZealot's 'Get Better Fast' matchup articles to look forward to as well, so maybe we can give him a little inspiration as well to eh? :laugh:

-

Character Discussions thusfar:
1st Week: Snake - Pages 1 to 2
2nd Week: Falco - Page 2 to 3
3rd Week: MetaKnight - Page 3 to 6
4th Week: ROB - Page 6 to 8
5th Week: Peach - Page 8 to 9
6th Week: G&W - Page 9 to 15
7th Week: Wolf - Page 15 to 18
8th Week: Dedede and Yoshi - Page 18 to 20
9th Week: Luigi - Page 20 to 21
10th Week: Marth - Page 21 to 23
11th Week: Zero Suit Samus - Page 23 to 24
12th Week: Olimar - Page 24 to 27
13th Week: Toon Link - Page 27 to 29
14th Week: Diddy Kong and Lucario - Page 29 to 31
15th Week: Donkey Kong and Bowser - Page 31 to 36
16th Week: Zelda - Page 36 to 37
17th Week: Lucario - Page 37 to 40
18th Week: Fox and Kirby - Page 40 to 42
19th Week: Sonic - Page 42 to 47
20th Week: Wario - Page 47 to 50
21st Week: Ike - Page 50 to 56
22nd Week: Pit - Page 57 to 59
23rd Week: Link - Page 59 to 62
24th Week: Ice Climbers - Page 62 to page 65
25th Week: Pokemon Trainer and Lucas AND Ness - Page 65 to 69
26th Week: Mario, Samus, Sheik, Ganondorf, Captain Falcon, Jigglypuff - Page 69+


-
I decided to begin with Snake, since Metaknight is already a hot topic of discussion in another thread. So let's get to it!

I think for the smart Diddy player, this is a reasonably balanced match up. Diddy has the speed, and the bananas to out pace Snake, but Snake's monstrously powerful tilts and grenades can make life quite hellish.

Diddy's relatively light weight lets him down here, also it can be hard at times to spike snake through Snake's up + b. (I meant dair spike - meh, I don't vs Snakes all that often believe it or not)

I think with enough glide toss pressuring, it can turn to Diddy's favour.
 

Akashi

Smash Lord
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I'd have to give Snake the slight edge if both characters are equal in skill. Diddy already has a remotely difficult time KO'ing characters with great horizontal recovery, and Snake's tilts and heavy weight will really catch up with Diddy's light weight. The cypher spike isn't an issue if you're good with forward-b, most Snake users won't cancel out of their cypher quick enough if you immediately pursue them when they're off the ledge. The Bananas are also a nice counter to Snake's ground game, which prevents you from running into a ftilt. But honestly, it'll be a long uphill battle for Diddy to successfully a good Snake. :/
 

Player-1

Smash Legend
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Messages
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Snakes, I think, are a neutral matchup. Diddy as one of the best spikes and thats one of snake's weaknesses. You need to use bananas A LOT, so that he can't get his tilts in on you. Grenades should never be a problem, as you can pick them up yourself and they're easy to dodge.
 

Fr0sty

Smash Rookie
Joined
Jul 2, 2008
Messages
4
Location
Victoria, Australia
Whenever I verse Snake I always find him a lot easier to spike then other characters; with both the side-B and dair. Snake's Up-B leaves him very vulnerable to smart Diddy players. It can be hard to get up close enough to attack because of the large hitboxes on Snake's tilts, but this is where bananas come in handy. Overall I'd rate the matchup slightly in Snake's favour, just because he is able to KO Diddy at much lower percentages.
 

bludhoundz

Smash Ace
Joined
Aug 2, 2007
Messages
525
Location
New York, NY
Snake has no choice but to throw grenades at you when they're about to explode. If he throws them at you at any other time he is in a lot of danger, because you can trip him with a banana and toss a nade at him (glide toss too).

I think that Snake's normal control of the board doesn't work as well against Diddy because he has the same thing with bananas. Diddy can blow up the motion activated mines with bananas, block grenades with bananas (or throw grenades back).

Diddy's biggest problem is that he has to space it really well against Snake's tilts. Glide tossing is very useful for correct spacing, but Snake's mortar slide is an annoyance because it covers more ground than a glide toss and it can be used to pick up one of your bananas.

I think a good Snake has an advantage, but not a huge one.
 

psike

Smash Apprentice
Joined
May 8, 2008
Messages
175
Location
Blacksburg, VA
Snakes mortar slide doesnt work if you have bananas on the stage which makes him much slower. Diddy also can spike him 3 different ways- I think it is at least even.
 

Skarmbliss

Smash Cadet
Joined
Oct 31, 2006
Messages
71
Location
Deerfield IL
Honestly I would say its 30-70 in snakes favor.

For one thing, Diddy Kong has horrible killing potential and Snake can live up to 160% on average. Where Snake can kill Diddy at 100%. Snakes tilts are soo disguting that you cant even get away from. Even If you did try to throw the banana peel at him, he would just catch them and use them against you or shield them. The grenades can ruin any players game since Diddy likes to be on the ground alot all because of the glide tossing. Be careful not to be in the air too much because other wise, Diddy just gets comboed left and right.

Honestly I dont know the answer as to how to beat a Snake player, just keep on glide tossing and maybe try shooting out Peanut Guns for disruption.
 

Blackspy

Smash Rookie
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Jul 3, 2008
Messages
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ON, CA
i personaly think didy is going to have to keep up with the proper spacing with the help of glide toss and get thoes spikes, at lower percents back it up with a barrel spike ftw! Snake does have the advantage when didy has the higher percent, get him tripping and use the opening to combo him up. Hit and RUN!!!
 

ADHD

Smash Hero
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Feb 18, 2008
Messages
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Location
New Jersey
I think it's totally neutral if you have experience.

The thing is, you don't want to be ftilted lol. I use bananas to get in close as much as metaknight, and I do alright. I love to spike them.... YES!
 

~^.NoiR.^~

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A smart snake will recover far away from the stage and just drop and air dodge whatever edge guard you try. I'm not saying its impossible, but it shouldn't be common if you are playing a good snake.
 

UnSaxon51

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UnSaxon51
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SW 1864 9526 0695
Survivability alone gives Snake a slight edge, as most of Diddy's KOs are going to be spike attempts. Bananas limit Snake's ground game, though, and in the air it's all about whoever's in control.

So, if the Snake and Diddy players are on equal footing, I give it to Snake about 60-40, maybe less.
 

Vyse

Faith, Hope, Love, Luck
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- This is the final Version of the previous Matchup Chart -
HOWEVER THIS IS ALL OBVIOUSLY OLD AND REDUNDANT

The Diddy Kong Forums
Diddy Match up Chart

This is a list of Diddy Kong matchups comprising of evaluations of Diddy's advantages and disadvantages against each character. This is shown both as a hard, numerical ratio, and a small description.

Please note, this is a work in progress.
The descriptions are courtesy of Player-1 and his thread:
http://smashboards.com/showthread.php?t=177870

---

Mario : Diddy
40 : 60
Strong
I have never versed an experienced Mario so I can't label this as accurate. The only advantage I can see for Mario Vs Diddy is his fireballs and can mess up some of his banana game. All you really have to do is knock him off the cliff, get him to use his mid air jump, then do it again and you've pretty much got him.
Luigi : Diddy
70 : 30
Weak
I label Diddy Weak against Luigi because of Luigi's great aerial game. The Luigis I've seen stay in the air a lot and has better aerial game than Diddy with little lag. His slipperyness can also mess up glide tossing and combos. His fireballs can be very annoying if you he is prevent you from getting to your bananas, and his down b is fast and and effective move to get out of combos.
Peach : Diddy
60 : 40
Weak
Peach's mid air float jump thing is very annoying with your bananas. You can't just do a normal toss at that, it goes right under her. What you have to do is short hop and throw it, and Fair or something of the sort. This is still hard though if the Peach player keeps moving around and if you miss you'll get a face full of Fair, which is one of Peach's best kill moves. Her turnips will get annoying, and the Dairing to Fair as well.
Bowser : Diddy
20 : 80
Very Strong
Bowser is slow and has some of the laggiest moves. Getting him with your bananas is easier than throwing a banana at a wall. He can be easily edgeguarded and spiked if he is coming back from the top of the screen. What you really have to look out for is his Dsmash if you don't have any bananas out.
Diddy : Diddy
50 : 50
Neutral
Well it's diddy...so of course it's neutral. What I've noticed about Diddy dittos is that it is 90% banana control skill 10% any other skill that matters. Who ever has better banana control skill will most likely win. You don't even need to know how to combo with the bananas, because with four of them on the stage, it's extremely easy. I find that Diddy dittos is very unreliable when determining who is a better diddy.
Donkey Kong : Diddy
60 : 40
Weak
Just like Bowser has laggy attacks and is heavy. He has no range attacks. The main thing that separates DK from Bowser is the speed. Donkey Kong has a lot of more speed than Bowser and you have to watch out for that. You really just don't want to get caught in his Punch or Fsmash. DK on average is the heaviest char in the game. If you’re fighting someone who DIs ridiculously he’s never going to die. Have fun trying to gimp because if you miss he can easily gimp you back and it’s so easy how he can gimp you. On top of that, regardless of how good your DI is, you’re going to die early.
Yoshi : Diddy
55 : 45
Neutral
The main disadvantage for Diddy is that Yoshi=no edgeguarding. He is extremely hard to edgeguard which is where diddy excells. The bad thing for Yoshi is that most of Diddy's moves have more priority than Yoshis.

It’s kind of like why luigi’s matchup is bad. When yoshi gets hit by a banana he slides farther than most chars which is makes it hard to follow up. Also Yoshi can chain grab diddy across the stage. YOSHI IS HEAVY. He prioritizes your attacks as well. So it’s more in Yoshi’s favor.

Wario : Diddy
55 : 45
Neutral
Wario is a different character, in that his bite attack can remove your bananas from the equation. This is obviously not a great thing, but is also something you can capitalize on. There is not a lot of lag involved in eating the bananas, but that doesn’t mean Diddy can’t use that small window of lag to glide toss towards a bite attack, and smash him while he’s eating it. His mean aerial game keeps Wario going over the bananas, but like all 2 jump characters, he has to come down eventually, and once you’ve got him in a combo, you’ve got all of your usual options. Smart edgeguarding can work, but you’ve really got to be on the timing for it to work. Wario can edgeguard you as well, but not as well as you are able to.
Link : Diddy
35 : 65
Strong
This isn't accurate because I've only versed 1 good Link in the past. I find that his projectiles can get annoying but once you hit him with on bananas he is doomed for major punishment. Watch out for his smashs as well and any boost smashing.
Zelda : Diddy
50 : 50
Neutral
Zelda is very annoying when trying to get your bananas. Her side b *****. Just make sure that you're prepared to shield or air dodge any time you see her about to use that thing. Most Zeldas will try to reflect your bananas back but if they mess up and you get her with bananas, she is easy to combo. Make sure you know where she'll land when she recovers with her up special.
Sheik : Diddy
30 : 70
Strong
The only advantage I can see for Sheik, is her speed. She has more speed than diddy and if he knows how to use bananas against you thats bad. But most of the time you should be able to edgeguard them easily and banana combo them into something.
Gannondorf : Diddy
20 : 80
Very Strong
Gannondorf is heavy, laggy moves, and slow. Easy target for Diddy. Combo them into anything you like, edgeguard them, anything basically works. You really just have to watch out for his side B. If you got that down your good to go.
Toon Link : Diddy
60 : 40
Weak
Toon Link's projectiles are really annoying. His speed is good and he has pretty decent power and great recovery. Watch out for his smashs. Try to stay away from him until you get him slipped up on some bananas.
Samus : Diddy
40 : 60
Neutral
I've only versed 1 good Samus as well. A lot of Samus's moves have little lag, but on the other hand a lot of her moves have great lag. Watch out for her Dtilt and Dsmash. Her Dsmash has little lag and comes out fast. Her Dtilt can kill and comes out fast. She is pretty easy to get into combos though.
Zamus : Diddy
60 : 40
Weak
If you mess up prepared to be stunned to death. You WILL be punished if you have approach her poorly. I find that Diddy's side b is the best, but too easy to sheild grab if you use a kick and with no kick you have to be closer to grab her, which can be troubling if she gets her stun gun out.
Pit : Diddy
60 : 40
Neutral
Pit's Nair and Bair and especially his arrows, can get annoying. Make sure you crouch if he fires arrows at you, until they realize what you are doing you should be in rage of a side b kick. He is hard to edgeguard but if you get him even once, it can be troubling for Pit. Remember, once he uses his up b, even if you attack him out of it, he can't use it again.
Ice Climbers : Diddy
65 : 35
Weak
Ice Climbers isn't as hard to approach as it is to approach Zamus, but with Diddy's poor approaching skills it can still be hard. If you fail at approaching them prepare for the most annoying grabs in the game to come into affect. Try to desynch them ONLY when they're at high damage percentage or when you're ready to get them off the cliff. If you do it'll be incredibly easy to edgeguard them.
ROB : Diddy
55 : 45
Neutral
ROB is an easy target, but he’s also heavy. He is pretty easy to banana combo, but watch out for a counter Nair. He has a lagless Fair, strong spike, amazing Nair, and Bair. Edgeguarding from the side isn’t TOO hard, but from below is what requires creativity. Remember, he can’t airdodge while he’s up-b’ing. Throw a banana downwards and spike at the same time, you CAN make it back. Barrel spike is also an option here.

Otherwise it’s vital that you keep your smashes fresh for the KO.
Kirby : Diddy
60 : 40
Weak
Kirby isnt easy to approach. He’s not a big target to hit with the bananas. His attacks have more priority then yours. Players don’t notice kirby’s feet are disjointed hitboxes so you can’t clash with it. Also the stupid swallowcide. Always remember to have a banana in hand when edgeguarding cause the second u see him swallow throw it and hit him. He on the other hand, will have no reservations edgeguarding you.
Meta Knight : Diddy
50 : 50
Neutral
Meta Knight is pretty easy to kill around 100% damage. Just takes a Forward glide toss to a forward smash. His attacks have A LOT of priority this is where bananas come in to play. Use bananas more than you normally would to take out some of those moves that have a lot of priority. I fine glide tossing backwards more useful against him, to avoid tornado or side b or up b. He is hard to edgeguard, and I don't reccomend it either because you might end up being stage spiked by his up special.
King Dedede : Diddy
35 : 65
Strong
He is heavy, slow, and laggy attacks. The one thing that seperates Dedede from the heavier characters is his recovery. Unlike a lot of the other ones, he can survive most of diddy's edguarding. His waddledees are also annoying because they can block the bananas sometime.
Captain Olimar : Diddy
70 : 30
Very Weak
Again is really really really really...well I'm not going to do that again but you know what I mean. He is one of the hardest characters to approach and if you fail prepared to be punished. He can easily sheild grab your side b kick. Your side b grab is usually not long enough to reach him unless he has a purple pikmin. I find that you just can't keep throwing bananas at him like any other character, but you have to look for an opening then strike.
Fox : Diddy
45 : 55
Neutral
Fox isn't that hard for me. His reflector can get annoying but I can usually get my bananas back easily. His speed is your main problem. Watch out for any of his smashs. He is easily edgeguarded though and if you get him low then you pretty much have him.
Falco : Diddy
70 : 30
Very Weak
Make sure you watch out for Falco's chaingrab. It can be instant 50% damage and sometimes even a spike. His smashs aren't as dangerous as Fox's, but watch out for his annoying blaster. You don't want to give him a long distance range or he'll start blasting. He is also easy to edgeguard, and once you get him low enough you've got him.
Wolf : Diddy
45 : 55
Neutral
Now normally you want to make a wall between you and your opponent with bananas, but in this case throw them opposite of that or else the Wolf can start using his blaster to seperate you between you and your bananas. He is easily gimped and edguarded, but most of the time you won't have time to because he'll side b back before you can get close, so most of the time you need to stay on stage. Easy gimps=peanut gun. use the peanut gun whenever you can when he is off the edge.
Captain Falcon : Diddy
20 : 80
Strong
Captain Falcon has no ranged attacks which should mean easy banana comboing. You want to edgeguard him as much as possible. The only problem you should have is his speed, just don't underestimate it and you should be fine.
Pikachu : Diddy
30 : 70
Strong
Pikachu shouldn't be hard if you get your bananas out. Remember that little trick we call side stepping? Forget it, you need to shield any attacks instead of dodging them. Most of his attacks will last a while (Dsmash, thunder, sometimes Fsmash if he times it right). Don't underestimate his QACing either and be ready to get out of the way of any thundering he does at you. Pikachu has one of the longest tripping animations in the game, hitting him with a banana usually spells a lot of free damage. We all remember NinjaLink’s Pikachu ownage.
Charizard : Diddy
35 : 65
Strong
He is like a faster bowser almost. Lacks range in his attacks but they're fast (for a heavy char). Easy edgeguarding and banana target. Watch out for his tilts and Rock Smash.
Ivysaur : Diddy
35 : 65
Strong
Ivysaur is strongly affected by bananas. Easy edgeguarding, and once he uses his midair jump he is pretty much doomed if he doesn't make it and youu're edgehogging. Just watch out for his bullet seed.
Squirtle : Diddy
45 : 55
Neutral
I find squirtle hard to banana combo off of because of his speed and lightness. Watch out for his tilts, aerials, and Hydroplaning
Lucario : Diddy
55 : 45
Neutral
Fight a defensive lucario on a stage with platforms. It’s hard. On flat stages you can win with patience but on platforms it’s hard to have banana placements. And once again LUCARIO IS pretty hefty and gets stronger with damage. He has bigger hitboxes so you have to link it with a banana first to actually hit him. His so called laggy moves are hard to punish. Don't forget to edgehog him, his up special has no hitbox, but watch for the wall cling if it's available and turn it into a stage spike.
Jigglypuff : Diddy
65 : 35
Weak
The reason i say week is because of her aerials. I've versed 1 good jiggly and i either did really good or really bad. Her aerials beat diddys bananas. Her floatiness messes with your banana game. You have to be carefull when recovering with rockets because her Dair>rockets
Marth : Diddy
50 : 50
Neutral
Marth has great speed and range and power. Don't get midrange from him, make sure you're either far, or short range or you'll get that tip of his sword. He is pretty hard to edgeguard some of the time, because they like to come from below the stage and if you follow them it can turn to a stage spike. When getting up from the stage's edge, don't just get up normally, jump, side b, or attack back up.
Ike : Diddy
35 : 65
Strong
Ike has decent speed considering his power. My biggest problem when versing Ikes is making a mistake. If you make a mistake, you're going to feel it hard with an Fsmash. Take adavantage oh his speed and use bananas. Also remember that his side b can be countered with a Fair when recovering.
Ness : Diddy
40 : 60
Neutral
Stay a good bit back from Ness, at least out of range from his PK fire. That can turn into an instant 50% damage. Also, try not to fall into their mindgames with PK thunder, that will kill you. Ness has a quick spike and you need to watch out for it. His Back throw is insane. He is most vulnerable when he uses his up b to recover. Peanut popgun him to death.
Lucas : Diddy
40 : 60
Neutral
You need to watch out for his Nair and Dair into Fsmash or anything of the sort. Don't get caught into it or you can be finished. His Usmas is strongest in the game, don't make any mistakes when messing with that. Remember that his PK thunder will go through you so don't try blocking it. He is a lot harder to edgeguard than Ness, because of his tether. Just look for that opening where he doesn't use it.
G&W : Diddy
60 : 40
Weak
Game & Watch has insane aerials and his whole entire move set has 0-little lag. Get him with some bananas when he is Dairing. Don't get caught in his Down throw, he can hit you no matter road you take when getting back up. He is hard to edgeguard because most of them will recover from below. G&W doesn’t have a long trip animation even though bananas are probably your only approach. Of course we know about his aerials and priority so no point into going into that. He also has a wicked glide toss which he’ll link into smashes if he is smart.
Snake : Diddy
50 : 50
Neutral
Use bananas, A LOT of bananas. His tilts are deadly but most of the time they won't be able to get them out on you if you use bananas. His recovery is so easy to spike you should be spiking him every time he is recovering from the botttom/midpoint of the stage. His grenades shouldn't be a problem if you don't attack a whole near them or shield.
Sonic : Diddy
40 : 60
Strong
Remember Spiking? Diddy humping? Forget it all when versing this guy. Diddy humps will usually end up in me dieing and, he'll recover from spikes 75% of the time. Glide tossing backwards helps a lot when versing him. Remember his Spin Dash isn't affected by bananas on the ground, you have to throw them at him for him to be affected.
 

~^.NoiR.^~

Smash Ace
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Messages
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The thing with snake is there is a lot of **** to pay attention to. Grenades, prox and remote mines, upsmashes. Just play smart and safe. If a snake is UNDER the stage then go spike him. If he is recovering far and high then take out bananas and try to set up a combo or kill. Thats pretty much all there is to it.
 

phate

Smash Apprentice
Joined
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Messages
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Location
Dacula, GA
Space yourself from him and pressure him into leaving you an opening to attack. When you are recovering, change it up because if your recovery is predictable you will get killed. Make sure you do not diminish your killing moves because snake is one hard motha****a to kill. If a snake is in the position to be intercepted (a rare occurrence) both barrel spiking and d-airs will work. Just don't be too predictable with it or it will get air dodged and you lost that great opportunity. If the snake is super campy and is in love with his shield, the side b grab works well.
 

~^.NoiR.^~

Smash Ace
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Messages
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Space yourself from him and pressure him into leaving you an opening to attack. When you are recovering, change it up because if your recovery is predictable you will get killed. Make sure you do not diminish your killing moves because snake is one hard motha****a to kill. If a snake is in the position to be intercepted (a rare occurrence) both barrel spiking and d-airs will work. Just don't be too predictable with it or it will get air dodged and you lost that great opportunity. If the snake is super campy and is in love with his shield, the side b grab works well.
Tournament today. You game?
 

GDX

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snake is a stupidly hard fight for diddy. The grenades, land mines, and c4 make it hard for diddy to establish a flowing ground game. Snake is pretty heavy, so you really have to save those kill moves. And that would be fine, but all of snakes's melee moves outrange your two kill moves (dsmash and fsmash), and i think snake's uptilt even has priority over diddy's fsmash. Everyone says to spike snake, but most snakes recover far away from the stage and drop down onto the stage. Since diddy is so light, snake's utilt, ftilt, and A combo can kill him at around 100-110% if fresh.

to beat a snake, you have to camp him right back with bananas. of course people are most vulnerable to a banana when doing something else so they cant catch, but unfortunately Snake is only vulnerable when something explosive ends up next to him (if he is doing his mortar, the nakita, or the grenades) making it hard to follow up on him. so you have to beat him one 5% damage-thrown banana at a time, and a longer fight still benefits snake in the end rather than diddy.

i usually hate doing the numbered version, but i guess it would be 30-70 against a campy snake, 40-60 against a more melee-oriented snake.

So, what character is this thread gonna do tomorrow? Tomorrow is the start of the 2nd week right?
 

Colbert

Smash Apprentice
Joined
Jun 17, 2008
Messages
119
I agree with GameDragon. If you're having an easy time spiking Snake, you're simply not playing against opponents of your skill level. Luckily, Snake doesn't have an insane advantage on your ground and doesn't really have an anti-banana mechanism.

39-61
 

Vyse

Faith, Hope, Love, Luck
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Sorry, I think I missed the day I would update this >.<
I'm in the process of organizing my state's first major Brawl tourney (Leave us alone, we only got Brawl a month ago technically ^_^)

I think I'm going to avoid MetaKnight one more time, and go with Falco this week.

Falco has some interesting abilities, all of which can be used against Diddy. Falco's reflector is a pain in the butt if said Falco knows how to use it well.

However, Falco has a reasonably gimpable recovery, which may be where the key to winning lies.
 

Nicktendo

Smash Ace
Joined
Nov 9, 2007
Messages
946
Location
San Diego, CA
I had to play a good falco in tournament, it was hard. But I won the set. I went Donkey Kong second game. Game 3 on Jungle Japes I made the most awesome comeback ever after being 0-death'd by a chaingrab to spike from the middle platform, I survived since it was early percent but then a klaptrap came lol

One thing I did was glide toss up but still outside the reflectors range shot out, so that I'd move in closer and punish the lag. And of course toss reguarly when he was open during his attacks

Off the edge falcos backair and down air are deadly to diddy. So be careful there
 

Vyse

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Against reflectors in general, I've found myself reverse glide tossing down to deal with those that like to try and predict the nanerz. The pick it up again with a dash attack, possibly hitting them in the process.
 

~^.NoiR.^~

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Get good with metaknight and and always counter pick with metaknight against falco. Obviously Diddy CAN win, but why go through the risk/effort?

Anyways, some tips? Gimp him off the edge. It will be hard, but its possible. When hes falling shoot a peanut and throw a banana horizontally and hopefully you will hit his illusion or w/e its called and he will be forced to up be. Grab the edge with invince frames and stay on it. Hes dead.

Use a lot of mind games. Picked up a banana run at him and shield. If he reflectors then use your over B and grab him.

Learn how to play without bananas most of the time. Do things like roll behind him when he has low percents and down tilt 3 to 4 times, then roll behind him again and jab at him till he breaks. Down tilt, then roll behind him and jab then grab. Do things like that all game.

It's complicated. Just pick metaknight ;P
 

Krayn

Smash Apprentice
Joined
May 13, 2008
Messages
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Location
Sharon, MA
Fighting the space animals is always tricky for me because of their shine. You have to be very patient when fighting falco. I guess just space yourself properly so that you can punish his arials.

And like Noir said, mind games are crucial here.
 

FuFu300

Smash Cadet
Joined
Sep 13, 2006
Messages
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Location
Marietta, GA
For Fox and Wolf, a trick with the bananas you can use it to run towards them, then when you get close to them, throw the banana straight at the ground or up in the air. Nine times out of ten, they will put on their reflector shield, giving you a free Up Smash or Down Smash. I find that this works especially well when they're at higher percentages. I'm not sure why, I guess they're just very wary of your bananas. This doesn't work very well against Falco because of his shine's range.

As for Falco, gimping him is the best that you can do. You'll really have to concentrate on learning how to play with the bananas. They abuse the reflector, so you can take advantage of that by rolling/short hopped air dodge/being generally unpredictable

Also, it's fairly easy to trick Falco into Illusioning so that he tries to recover on stage (if he's close enough). Just jump out over the stage, then quickly get back on. I find that most every Falco will get scared that you're about to edgehog him (even I do), and they will try to Illusion on to the actual stage. If you did it quick enough (it isn't that hard), then you will have enough time to get back on stage and counter attack. I like to spike Falco's out of his Illusion using this tactic.
 

istudying

Smash Lord
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For Fox and Wolf, a trick with the bananas you can use it to run towards them, then when you get close to them, throw the banana straight at the ground or up in the air. Nine times out of ten, they will put on their reflector shield, giving you a free Up Smash or Down Smash. I find that this works especially well when they're at higher percentages. I'm not sure why, I guess they're just very wary of your bananas. This doesn't work very well against Falco because of his shine's range.

As for Falco, gimping him is the best that you can do. You'll really have to concentrate on learning how to play with the bananas. They abuse the reflector, so you can take advantage of that by rolling/short hopped air dodge/being generally unpredictable

Also, it's fairly easy to trick Falco into Illusioning so that he tries to recover on stage (if he's close enough). Just jump out over the stage, then quickly get back on. I find that most every Falco will get scared that you're about to edgehog him (even I do), and they will try to Illusion on to the actual stage. If you did it quick enough (it isn't that hard), then you will have enough time to get back on stage and counter attack. I like to spike Falco's out of his Illusion using this tactic.
This sound farmiliar with a other ropic, but dont remember witch?
 

Wafflekingz

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make sure you leave a banana behind you for your first 40% or so so you don't get chaingrabbed and if they are using their down b and trippin up your banana game i find if u use forward b and their reflector is retreating you can usually get a free hit in.
 

GDX

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make sure you leave a banana behind you for your first 40% or so so you don't get chaingrabbed and if they are using their down b and trippin up your banana game i find if u use forward b and their reflector is retreating you can usually get a free hit in.
These two things are some of the best stuff almost anyone has said so far.

If you're gonna beat a falco with diddy, you better be really good at perfect shielding. You'll need it to approach the falcos who SHDL, since P.S. would be faster than just shielding each one, or spot dodging them. If you run at a falco with a banana in your hand, theres an extremely high chance they're going to reflector you in fear of the banana. Perfect shielding the reflector is probably going to be your most consistent opening against a falco. When you are at low percentages (I think it works on diddy up to around 30-40%) make sure to have a banana between you and the end of the stage just sitting there. Also make sure it stays fresh and it isnt disappearing. Once you get enough damage to get out of chaingrab range, you don't have to worry about it. When trying to gimp a recovering falco, try to have a banana in your hand and charge your peanut gun until its perfectly lined up with the falco whos about to illusion to the stage. After the peanut hits him, throw the banana at him, as the better Falcos will illusion again because they know upB wont save them

No matter your percentage really, it's probably a good idea to go kung-fu diddy for the most part (as in, all melee attacks, rarely any banana) unless of course the Falco you're playing just sucks, in which case use bananas all you like. Your ftilt is your best friend for this fight, whether you use bananas or not. Because once you get close to the falco and he turns into melee mode too, your ftilt outspaces about all of his attacks, except reflector (which you should be perfect shielding for openings at all times).

tl:dr version: Get close to falco while taking as little lasers as possible. Once you're close, you can actually beat him in a melee match, thanks to Ftilt mostly. Save your kill moves, because while falco isn't really heavy, you're never gonna chase him due to his recovery being able to spike you. You can attempt to gimp, but dont be distraught if he still survives. Until you're at 40%, keep a banana on the ground between you and the ledge. After that, you dont have to use bananas on him, but you can if you want. and most importantly, PERFECT SHIELD EVERYTHING.
 

diddykongsnaners

Smash Apprentice
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Messages
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lol i have nothing, noone in my house uses falco, but i was ganna ask, any tourneys comming up in florida i should know of?
 

GDX

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lol i have nothing, noone in my house uses falco, but i was ganna ask, any tourneys comming up in florida i should know of?
theres a tourney literally every weekend in central/south florida. Just go to the regional zones, and go to atlantic south and you'll see tourney threads. theres one this saturday in west palm beach.
 

Tofu Beast

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There's also Falco's chaingrab. It's pretty effective against Diddy.

I've been chaingrabbed all the way across FD into a spike.
 

GDX

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There's also Falco's chaingrab. It's pretty effective against Diddy.

I've been chaingrabbed all the way across FD into a spike.
after 40%, you can DI away and not get grabbed again. and any grab after 40% he cant chain anymore, at least not if you're diddy. Maybe heavier chars. but like me and waffles said, keep a banana between you and the edge of the stage until you pass 40% and you shouldn't die from it

~^.NoiR.^~ said:
hey gamedragon. Go to my tournament in august man.
sorry son, cant do it. But, i will be going to some tourney called Impact Clash II in Atlanta georgia in October (i think). so I can see you there, if you go
 

~^.NoiR.^~

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after 40%, you can DI away and not get grabbed again. and any grab after 40% he cant chain anymore, at least not if you're diddy. Maybe heavier chars. but like me and waffles said, keep a banana between you and the edge of the stage until you pass 40% and you shouldn't die from it



sorry son, cant do it. But, i will be going to some tourney called Impact Clash II in Atlanta georgia in October (i think). so I can see you there, if you go
I'll be there. Also falcos chaning grab ends at 25%. DI up and jump. The only way he can get percents is if he dash attacks and up smashes.
 

AlphaZealot

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Messages
12,731
Location
Bellevue, Washington
God **** it! I lost my 17 win streak on AllisBrawl last night to a Falco player. Sigh. Falco online sucks, real life is much much easier.
 

ADHD

Smash Hero
Joined
Feb 18, 2008
Messages
7,194
Location
New Jersey
Its not as bad as you guys think you just have to be exremely careful and bait him offstage.
 

GDX

Smash Hero
Joined
Jan 6, 2005
Messages
9,428
Location
Orlando, FL
NNID
GameDragonX2
Its not as bad as you guys think you just have to be exremely careful and bait him offstage.
at no point in time do you want to be offstage at the same time as falco. you will end up getting phantasm spiked, and with the barrels not slowing your momentum after a spike...pretty safe to assume you're gonna die if you are at a decent percentage.

and this is a weekly discussion. A week will be up on thursday. I wish I would've had the idea of starting this earlier, but we'll have to be paitent. some of the best analysis can come on the 7th day.

I envy you AZ. my ISP is so terrible with brawl that i can't even attempt to use diddy online. Its so bad, that glide tossing is hard, and i can barely shield anything due to higher than normal delay.
 

Abscent

Smash Apprentice
Joined
Oct 10, 2007
Messages
136
Location
Port Charlotte/Fort Myers, FL
NNID
AbscentX
Ive completely given up on Online brawling. I came back to it a few weeks ago from a month of offline brawl. Played against a falco player that pretty much **** on me. Falco's reflector also gives problems for a good banana game. ive never faced a good falco offline though...so...yeh
 
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