No. These suggestions are terrible and would turn Diddy in to a terrible character. He's already probably not top ten in the game, and even if he was there's no reason to nerf; he's clearly not the best or particularly close to it. Link, Lucas, Pit, Marth, Fox, Falco, and Wolf are better than him and Mewtwo, MK, Mario, and Snake are probably better than him.
He's got straight up bad matchups in Mewtwo, Zelda, Luigi, Kirby, and others. He's a very well balanced character and ripping him apart like you want to just to satisfy complainers would be a shame and end his viability.
1. Bananas
- He can only have one out at a time
- If a Banana is already out Diddy will pull out a peanut
- if thrown onto an enemy they break
- If tripped on once they break
- Regardless who sets the Banana anyone can trip over them
- When on the ground they stay out indefinitely or until Diddy is KO'd
You are either not a Diddy player or are bad at fighting Diddy.
People who want one banana don't understand naner logic.
Play your game to threaten Diddy if he pulls his second naner.
* If Diddy cannot pull a second naner, his opponent grabbing his banana is an enormous disadvantage. Diddy needs the ability to pull his own naner, or suddenly naners become way too risky to let go of. This would actually encourage Diddy to become very campy (as naner OOS is really, really good) so as not to let his naner get in the opponent's hand (whereas right now, if his opponent goes for a banana, Diddy pulls another banana, and they each have one). Diddy would camp for OOS naners or whiffed attacks if he couldn't pull his own naner in response. Can you imagine a game in which Mario loses his fireballs for fifteen seconds if his opponent reflects one, or Peach loses her turnip if someone catches one? Especially
this game where it is
really easy to catch items (you can even instant AGT if you're offstage so there's no downsides). Two naners on stage keeps the match flowing.
Without the ability to pull a second naner when your opponent gets one, Diddy would hold on to his naner for guaranteed followups only.
* A single naner reduces the technical complexity of a character- it's a very common thing for Diddies to throw one naner using something like AGT to cover their attempt to reach a second naner. Techniques like glidetossing and AGT allow Diddy to move during the throw. Diddies use a lot of ATs to move themselves from one naner to the other with their projectiles. Without two naners, there's much less point in these motion techniques, and Diddy's technical requirements go down by a lot.
Project M has already countered the strength of two bananas...through faster, more aggressive gameplay. It's
very hard for Diddy to get his second naner out if his opponent understands the risk of that.
Diddy is especially unique in that he can threaten people in the neutral game. His opponent is forced to stay on Diddy, because if he doesn't, Diddy can get two bananas out and set up the stage to control the techchases that follow from a banana hit.
This is where people's lack of matchup knowledge frequently shines through. When the game is reset to neutral, people often let Diddy run away and get two naners.
Good people don't do this, because in the high speed of PM...it's actually pretty hard for Diddy to get true control of both naners if his opponent doesn't leave him alone.
If you check the Diddy critique thread on Smashboards, just a couple days ago we had a discussion about how Junebug's biggest issue is that he would always try to get his second banana when he should be keeping his opponent moving and the attempt to get the second banana always allowed his opponent to get a positioning edge on him. In fact, with the high speed of PM, it's very, very hard for Diddy to get his second naner if the opponent understands that it's his opportunity to get a positional advantage.
If you watch good PM players against Diddy, what they do is prevent the Diddy from eever getting his second banana out by always being in a position where
going for a second banana pull will cause the Diddy to cede the neutral game.
This is a mistake Junebug (and myself, actually) makes frequently- partially because of Brawl habits (you don't get punished as hard, ceding the neutral game is often worth it for the second banana which punishes harder in Brawl than PM, because there is no naner teching in Brawl). Often, taking any opportunity to pull your second banana cedes the first one to your opponent, or gets you hit.
You'll often see good Diddies not even getting that many naners out, because their opponent stays in a position where refusing to cede that neutral game (and thus not going for the second naner because he
can't) is what they have to do.
The naners are Diddy's pressure. Letting Diddy get two naners out and one of them in hand is the same thing as letting Falco dair your shield. The threat of two naners forces your opponent to always stay close enough to you to punish your attempt at a second naner pull and makes the match move forward at a fast pace. You have to keep on Diddy in the same way you have to keep Falco from getting on to you. The fact that this logic is inverted is why people think Diddy is too good (they think they're doing well when Diddy is trying to get his second naner and ceding ground).
Now add to this that Diddy is the perfect combo weight- he gets destroyed if he actually gets hit. This makes for what is, in the end, an extremely
well balanced character- a character that is extremely threatening if you let him control the neutral game, but can be threatened in to not being able to get his position of strength, who falls apart when he gets hit without his stage setup. He's got a very solid game without naners, but he gets combo'd like a spacie without being able to pressure and combo like a spacie if he doesn't have a naner. He needs the strong neutral game to overcome the fact that when he gets hit he gets hit
bad.
My reasoning for this is fairly simple. The Banana's act as both a throw item like peach's turnips, but also as mine in the sense that it limits movement options and is a combo set up. To have 2 mines that limit spacing is over powered, and add in the fact that unlike other mines Diddy cannot activate his own this leads to mine spamming where a legitimate strategy is to just place as many mines as you can without much thought. If Diddy Kong could activate his own mines it would force to the player to think more about their placement, and therefore balancing the risk/reward factor.
As for their limited usage I feel it's fair that a mine can only be activated once before being destroyed. While it's true that a Banana mine won't kill a player it's set up potential is just as lethal as Snake's.
This is, sorry, straight up bad reasoning.
Grounded bananas are
not mines. You can take control of them by wavedashing over them or pressing Z as you land. They do no damage on trip, and only initiate a guessing game (and you can tech them), and ignore certain states (float, Fox's dash attack, etc).
The best use for grounded bananas are limiting options in techchases. That's it.
Diddy tries to keep you in guessing games because once you get in on him, you can combo him badly. He crushes people who don't understand banana play (because they miss their moments to take control), and he crushes people who can't combo fastfallers (because once you get in on him you miss your chance to destroy him), and people who don't know how to edgeguard (because he's actually very edgeguardable).
2. Diddy's UpB
- the Distance it can go needs to be reduce ( fully charged it can recover from part of the magnet of FD and is 13+ training room blocks in height) to at least Dedede's UpB height (which is roughly 11 training room Blocks in height)
- It's charge time should be reduced
- the misfire barrels need to be removed
I don't think Diddy's UpB should go any higher than Fox's UpB, or at the very least somewhere in between Dedede's and Fox's Vertical distance. That said a decreased charge time will help bridge the time it takes to go high. I think everyone would agree the Misfire barrels are ridiculous and are just a left over from Brawl, it just doesn't make sense to punish someone for successfully intercepting a recovery.
I agree that the misfire shouldn't be so random, but otherwise, no.
Diddy can't sweetspot the ledge when recovering with a high charge. People rush out to hit him when they can just stand there and prepare to cover all his options when he releases.
Diddy's recovery isn't nearly as big an issue as people like you think it is.