Alright! I recently got 3rd at Norcal's largest weekly! I could really use some tips for the diddy games. That matchup is really stressful for me:
Just some quick (fake edit: turned out to be not so quick) comments, even for the ones you won. My comments are usually related to the video above, but there's some crossover cause I critique videos based on recurring themes. And you posted in the critique thread... So you brought this on yourself. I hope I don't come across as a know-it-all here, I'm really trying to be very constructive... I certainly still have plenty to improve on myself.
https://www.youtube.com/watch?v=VNCbpTYzvNE (Samus)
I think the main thing here that made matches closer than they needed to be was your standing on the lip of the stage trying to fortress Samus' getup. Risk/reward ratio is off here. You'd be better served hanging back a little to catch the getup option, or to quickly dash in and dtilt if she regrabs after a off-the-ledge fair.
https://www.youtube.com/watch?v=ANyunifSXak (DDD)
This was the Dedede's match to lose, he didn't do nearly enough with Gordos. Did you ever play Pump Magic back when he was around? Damn he made that matchup hard...
https://www.youtube.com/watch?v=oWvZJwdct1c (Metaknight/Diddy)
I think a lot of these matches were just a matter of pacing - you were going in a bit too much. I'd like to see more mileage off of getting the banana, you only got 1 good punish off of a banana toss. Save it for when Diddy's back on the ground and you're back in neutral. I would prescribe the same thing for myself - getting in training mode and getting comfortable with grabbing it, tossing it, and knowing the toss trajectories. (
Edit: don't forget you can SHADC into a banana toss, also from messing around with bananas in training, they can be picked up safely with a short hop air dodge or even fair at the right range - better than a dash attack certainly)
Feel like you're burning your double jump too often in situations where Bowser really just needs to get back down to the ground. From my theory-crafting perspective as I write this, Bowser shouldn't use his second jump apropos of nothing. To use it before there's a reason to (to get in position to attack, to avoid the opponent) is just taking away options. This was a big problem of mine at Extra Life, I need to work on this too. Here is
an example, and
another and
one more of burning a second jump reflexively that results in taking damage (and worse). I understand the impulse to regain positioning, but that second jump is putting Bowser further away from the ground, and savvy opponents are not scared to be under Bowser. They will be unimpressed by the bluff that air jump represents. Sometimes it's better to just retreat and head back to the ground ASAP. It's really dangerous to be in a tumble without that second jump...
Also feel like you're avoiding using getup attack in situations where it could really help (to be fair here, you started using it more in the later matches, though not always in the way I'm about to recommend). When someone charges a smash while Bowser is on the ledge, optimally one would like to get up and punish it with a normal attack, but often there isn't time to get up and punish. This happened a few times in these videos - a charged smash whiffed, you did a normal getup and got hit during the vulnerability frames, putting you back on the ledge.
I want to encourage you to embrace the getup attack in these situations - it's not great damage, but it will reliably hit an opponent who's just whiffed a charged smash and give Bowser some space to reset the neutral. Here's
one of many examples of this happening (from the next video). Now, technically the alternative is to do your getup just a moment before their charged attack hits, taking advantage of the invulnerability frames so you can throw a Bowser bomb or something while they're in recovery frames. It's a little risky because you could accidentally eat the tail-end of an attack, but that's the way to do it. But if the attack has already come out it's too late for that.
https://www.youtube.com/watch?v=XIQ3Qw37m0A (Sonic/Lucina)
I kind of blurred what I wanted to talk about in this video into the last one. Funny, I went to a very small tournament a few months ago and beat Scourge there too. Interesting to see that he wasn't confident in his Sonic, who should have a way better matchup against Bowser. Another example of a tournament player not cheesing enough... no one tell him though.
https://www.youtube.com/watch?v=ufZUgXW-NuE (DDD/G&W)
OMG at that first match. I don't have too much to say here, I'll just paste what I wrote in another forum on the matchup (most which you probably already know, but whatever), based my experience at Extra Life: "I played friendlies with that G&W later, probably 8 or so matches while he drunkenly gave me pointers on how to play the matchup. Basically, Bowser can never land on top of G&W ever except as the rarest of mixups (invincibility on usmash is frame 4, beats everything), usmash can't be punished except off a perfect shield, don't challenge G&W offstage, hold shield until completely sure his bair is completed, use jabs, play spacing better, either air dodge immediately out of dthrow if they go for an aerial followup or attempt to jump away and air dodge at the same time (basically a 50:50, G&W has ridiculous throw combos). Bowser has the better neutral but G&W has better punishes and followups."
https://www.youtube.com/watch?v=njTNY9aYQpw (Diddy/Metaknight)
Already said all I've got on Diddy. I like the meta commentary on bad matchups from the commentators here. I don't think MK is one of those matchups that necessitates a secondary though. It's against Bowser, but not impossible. Like the commentators say I think there were a number of punishes dropped here that could have made a difference. Against Meta Knight I wouldn't be scared to fortress through him offstage, I think you were a little too scared of his intercept here. MK doesn't have any huge disjoints to use in the air, if he can hit you, odds are you can fortress into him at the same moment or right before. I'd probably save my jump and fortress straight into him on my way to the ledge, and if there's a trade I still have a jump left. I feel like in general there was a bit too much jumping. MK doesn't have a projectile, he has to approach. If you're on the ground when he does, you have more options to use against his approach than he has approaches.
And I'm spent...