Quick Tips
- Down-smash after down-throw? NO (only if they can buffer the roll, otherwise YES)
- Bucket anything? NO
- Practice glide-tossing bananas. If a glide-tossed banana connects you can follow up with dsmash, fsmash, grab, or judgment.
- To pick up Diddy's Banana's try UpB to Fastfall Nair (just buffer it) to Bair. If done correctly, it will bair cancel and pick up the banana right as you touch the ground.
Videos
- UTDZac vs. Gnes - Friendly 1 Friendly 2
General Matchup
- Diddy’s bananas are the focal point of his game. He will be using them to control the stage, combo with them (yes, actual combos), and for mind game purposes. What really makes things incredibly frustrating is that the bananas will go through ALL of G&W attacks, including Dtilt, Bair and Up B (when you’re not invincible). This can give G&W major problems with approaching because he relies on his fortress of priority to pierce through stuff.
- However, when you look at Diddy’s other attacks, they pale in comparison to G&W’s high priority, disjointed, lingering attacks.
- G&W is pretty screwed if he gets caught in bananas. His get-up attack is mediocre and his roll is bad. An expert Diddy player will have no problem at all following up a trip with his amazing Dash into more attacks, or more banana tripping suckage for G&W.
- As bad as this all sounds, Diddy has one major flaw: he is one of the worst characters in the game when it comes to killing. His main kill options are Fsmash, Dsmash, and Fair. Diddy must keep these moves fresh at all times or he won’t be killing G&W until the 160-170 range. Even with fresh kill moves, Diddy STILL has problems killing G&W unless he’s right on the edge of the stage. There is nothing more demoralizing for Diddy than G&W surviving a fresh Fsmash at 130% and recovering with ease.
- Diddy is very lightweight (not featherweight like G&W obviously). He dies very quickly to G&W’s smashes and Fair. When you compare percentages at which both characters kill each other, G&W has a huge advantage over Diddy without question.
- GW is one of the worst characters in the game at dealing with bananas because he has to be very close to pick them up, has a very slow dash attack to move through them, and has a very hard to perform glide toss.
Basic Strategies
- Pay a lot of attention to where the bananas are at all times. Don’t just approach normally. Use shield cancelled dashes, air dodges, and Up B to bait banana tossing. You don’t want Diddy getting you in a nasty combo if you get tripped by a banana.
- Pressure Diddy as much as you can. Don’t let him set up his bananas uncontested. It is almost as bad as letting Snake plant his mines, C4, grenades and mortarslide around everywhere. If you can successfully put pressure on Diddy and keep him from fully utilizing bananas, you’ll make this matchup a hell of a lot easier. Use a lot of autocancelled nairs to keep a lot of pressure on diddy when he doesn't have his bananas out.
- If you’re knocked offstage, Diddy is more than likely going to go for a spike/gimp on you. If he tries to spike you (either with his Dair or the jetpack), Uair him to get Diddy off of you. If he attempts to do his teabagging grab (side B), Up B to get out of trouble and blowing him away.
- Stay in the air. G&W’s aerials flat out dominate Diddy’s aerials. Don’t get me wrong, Diddy has great aerials, but they don’t match up to G&W’s massive disjointed hitboxes. The other big reason to stay in the air is so you don’t trip like you would on the ground.
- If you manage to pick up a banana, abuse G&W’s glide toss as much as you can. G&W’s glide toss is absolutely ridiculous, allowing him to traverse almost halfway across Final Destination. Glide toss into *move* is great stuff. Just remember where the other banana is or you could slide right into it.
- Diddy is in trouble if he’s off the stage with G&W. Without a place to use his bananas, Diddy’s options are severely limited. Fair is great at hitting him back off the stage. Diddy has his Side B to give him a decent boost sideways, but his Up B must be charged if he’s going to get back. Make sure you don’t waste your invincibility frames while on the ledge because the jetpack blast stage spikes. If Diddy overshoots the ledge, he’ll be open for punishment.
- One of gw's biggest assets in this match is the up b. If you find yourself in a lot of banana pressure, up b to either get up to a platform quickly or to just get in the air to get an aerial approach going. Always remember that being on the ground vs. diddy is a very bad idea.
Stages
- Maps that have lots of aerial fighting and with few opportunities for Diddy to set up his bananas are the best stages. Rainbow Cruise fits the bill perfectly; most of the fighting is in the air, and the constantly scrolling stage limits Diddy’s banana game.
- Avoid linear stages where Diddy can easily set up bananas and easily do craploads of damage on you. Final Destination would be a very good example; the flat surface gives Diddy tons of room for him to operate, and it gives G&W not so many options to approach Diddy when he has his bananas set up.
Frame Data
- Neutral B: N/A
- Side B: 19
- Up B: N/A
- Down B: N/A
- Fsmash: 12, 21 (26 if the first hit connects)
- Dsmash: 6, 15
- Usmash: 5, 11, 18
- Ftilt: 10
- Dtilt: 4
- Utilt: 6
- Nair: 7, 10
- Fair: 6
- Bair: 5
- Uair: 3
- Dair: 13
- Jab: 3, 6, 10
- Dash Attack: 9, 14, 20
- Standing Grab: 6
- Dash Grab: 10
- Pivot Grab: 8