As Gnes already said, only the f-throw to u-air should connect. After that, SDI up and away and avoid any follow-ups.
It's amazing how many times you need to say this in a matchup discussion >.>. Most people go in and are like "watch outz for teh broekn cg which does liek 60% ZOMG."
However, up to mid percents, Kirby's D-throw puts you in a pretty bad position anyway. You don't go too far above him, D-air is slow and F-air has landing lag. If you airdodge, he can U-smash or F-smash (depending on how high percent it is). If you try to retaliate with an aerial, he can just shield and punish. I usually just monkey flip away if I don't have a banana, but he can quite possibly chase you out of that too.
This is why dthrow is considered kirby's second-best, if not best throw.
Diddy's F-air and F-tilt both outrange Kirby's B-air. Kirby's B-air is basically lagless on landing, however, and it's a good OoS option for him (so don't approach the back of his shield, cross-ups are bad against him). His shield in general is pretty good in this match-up, following up from a banana hit on anywhere on it isn't too safe.
Mentioning your ftilt made me think of something...would kirby's ftilt outrange your ftilt and fair? I don't have a testing partner, so all I could really do is look at the moves and guess which has more range, and priority is a whole 'nother story.
Just remember that you can beat B-air if you're contesting him straight in the air or if he's coming at you with it from the air. Just watch out for times when you're in landing lag, or OoS, or trying to recover, his B-air is annoying.
This is all true.
He can catch bananas with B-air pretty solidly, but really can't do much with them. His glide-toss length is virtually inexistent, and he doesn't run too fast or slide far enough to make JC throws a threat.
Unfortunately, true.
Gimping wise, Kirby is like a more annoying version of MK, lol.
NO!NO!NO!NO!NO!
...I'm sorry, I had to do that. MK can gimp almost any character in the game extremely easily because of his fast semi-spiking aerials. If anything, MK is a more annoying version of Kirby.
While his D-air is slow on start-up, most recoveries are predictable, and it's a
semi-spike Meteor Smash? (really a spike, but has multiple hitboxes or hits or whatever), and will **** your barrels hard along with B-air. Do what you would against MK; DI high to avoid a gimpable position in the first place, and charge your barrels away from the stage otherwise Kirby will catch you.
Mostly right. Dair's only weakness is the start-up and ending lag, but on recoveries like yours it's not a real problem. Note that we can time dairs and footstool well enough offstage so that we can dair->footstool->dair->footstool...until we run out of footstools. **** True combo.
Kirby's F-smash is good at catching you upon landing, so be aware of that. It can kill obscenely early if you're near the ledge, and has a semi-long hitbox, so you can fall into it somewhat easily. Generally, landing close to Kirby is a bad idea. DO NOT MONKEY FLIP KICK HIM WHEN HE'S ON THE GROUND. It will be shielded, and you will be F-smashed unless he's in landing lag, or you buffer it and L-cancel it (although he still may be able to retalate, not sure).
True.
As far as bananas go, I've already said that Kirby can't use and control them well. You don't have to be as worried about him catching them; just use basic prediction (all he can do that's worthwhile if he picks up a banana is throw it). You could potentially punish him for holding a banana. In general, your banana combos against him are normal and he has a normal trip animation.
True.
He has good killing power and great gimping power, but the trajectory of most of his attacks shouldn't force you into a gimpable position.
Down-angled fsmash can put you in a gimpable position, but up-angled gets the job done faster, so I doubt we'll use down-angled that much.
Don't get F-smashed or grabbed at the ledge, and you're pretty much golden. He's not a character that can rush you down and force you to the ledge with attacks. He loves B-air, but you can beat it with F-air, F-tilt, maybe U-tilt or U-smash OoS if it hits your shield (that's just theorycrafted though). Past early percent grab "combos", early-mid percent d-throw reads, and catching you with F-smash upon landing, he can't do much to pressure a bad response out of you. As always, mid-range spacing is golden; possibly bait a B-air and punish with a banana throw or Monkey Flip Kick.
All correct.
IMO, the match-up is even, maybe slight advantage Diddy but nothing past 55:45.
IMO, it's 50:50, but maybe 55:45 in either's favor.