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Even with 2 weeks to discuss each character, sometimes there just isn't enough time to thoroughly discuss them because people who would otherwise comment don't have enough experience with the match-ups being discussed. In order to keep the main match-up thread going and to avoid slowing things down, these match-ups are still only discussed there for the same amount of time as all the other match-ups. Since these characters still need to be discussed, that's what making separate threads is for.
Basically, discussion is about the same as on the main match-up thread, except since this is a re-discussion, the re-discussion lasts for a month (or longer, if necessary), then whatever we come up with will be posted in the second post in the match-up thread.
Here's what people have said on these match-ups already:
Bowser Jr:
Diddy Kong:
Basically, discussion is about the same as on the main match-up thread, except since this is a re-discussion, the re-discussion lasts for a month (or longer, if necessary), then whatever we come up with will be posted in the second post in the match-up thread.
Here's what people have said on these match-ups already:
Bowser Jr:
I have little information on Bowser Jr., so can't really contribute there.
Edit: Since no one seems to be commenting on this, I'll try to do Bowser Jr. I guess...
I haven't really come across a good one, yet. They all seem to use mecha-koopa, then try to ram you down with their kart mode. Also, expect jabs and dash attacks.
Bowser Jr.'s big weakness, however, is recovery. In my experience, if not on the ground, it takes time for the Clown Car to respawn after using up-b. This means Bowser Jr. cannot use his recovery even after being hit until the car respawns, which allows for gimps (not sure how accurate this is).
Finally got some match-up experience with a Bowser Jr. After playing for about an hour and a half and discussing the match-up a little bit with the person I played with, here's what I have to say about this match-up (keep in mind, it's obviously not perfect since this is just based on experience with one person):
About Bowser Jr:
Bowser Jr is unusual for a camper in that he prefers small stages for more stage control. He has good projectiles and a good bair and fair, and is very good at gimping.
Advantages:
- Your projectiles and camping ability can force him to fight you up close.
- Utilt strings are surprisingly good here. His dair has too much start-up to punish your utilt, forcing him to run away.
- He has a hard time killing just like you do.
Disadvantages:
- His fair, bair, cannonballs, and upb are good at taking advantage of your poor recovery.
- Spacing with zair isn't very useful here.
- His exploding toy will punish you if you try to grab him, so grabs are generally unsafe.
General Strategy:
Camp. Don't try to be aggressive with him if you don't want to get badly punished. His fair and bair will completely wreck you, so avoid them. Keep in mind you can pick up his exploding toy and throw it right back at him.
Generally, if you end up in the air you want to focus on getting back to the ground as fast as possible. Don't try to fight him from the air, you won't win that fight. However, if he's above you you can easily shoot projectiles at him to try to lure him into a uair, or at least make it hell for him to try to get back to the ground.
Don't try to attack him when recovering towards the stage. His fair has a disjointed hitbox and very little start-up lag, so your fair won't work for defending against his fair.
The ground is the best place to be in this match-up. Fire as many projectiles at him as possible, and make sure to watch out for his as well. Carefully cover your escape with bombs and the boomerang if he comes close. His fsmash can be shield-grabbed, but it has very little ending lag, so don't try to punish it after the attack is over.
Stages:
As mentioned in the "About Bowser Jr" section, Bowser Jr likes small stages where his projectiles give him good control of the stage and where he can more easily pressure anyone who out-camps him. He also likes platforms where he can shark you with his amazing aerials.
On large stages:
You have the advantage here, so camp his *** off and don't get close.
On small stages:
Camp as much as you can, and watch carefully for an opportunity to punish. Just be careful; his jab, dtilt, and fsmash are extremely difficult to punish, so don't risk it against those moves.
On stages with platforms:
Stay on the ground as much as possible when he's close enough to come up and shark you. If he tries to camp you from the ground then use your projectiles to your advantage to camp him, then be prepared to get off the platform ASAP if he tries to approach. If he tries to camp you from a platform with his cannoballs then fire projectiles up at him.
Best to worst stages on the 3DS (keep in mind, this is almost entirely theoretical; I have no experience with Bowser Jr on the 3DS version):
1. Final Destination and omegas
2. Yoshi's Island
3. Battlefield
4. Prism Tower
Top 3 Best stages on Wii U:
1. Final Destination and omegas
2. Smashville
3. Town and City
Worst stage on the Wii U:
Congo Jungle 64
Miscellaneous:
Your Hylian shield protects against his projectiles except the explosion from the toy. His projectiles continue to go in the direction they were going in when they hit your shield, which looks funny.
My guess on the match-up ratio: 50:50. Toon Link forces Bowser Jr to come up close, while Bowser Jr forces Toon Link to be much more careful than usual with his recovery. Both have a hard time killing each other. Because of that, the match-up feels about even.
- Camp against him. Aggression will get you punished
- His fair beats your fair
- After he's recovered, you can attack him with any move except the spin attack without him getting his recovery back
- Generally, Bowser Jr.'s aerials > yours
- Larger stages with few to no platforms are best here
- He's good at gimping you
- Your Hylian shield protects against his projectiles except the explosion from the toy. His projectiles continue to go in the direction they were going in when they hit your shield, which looks funny
- Only suggested match-up ratio: 50:50
Diddy Kong:
Not gonna lie but personally I think Toon Link is one of the best counters to Diddy Kong in this game. And people have no idea.
Similar MU to brawl really, take control of the banana and avoid getting grabbed whatsoever.
Thankfully because we are light I'd say Diddy has a hard time actually performing a D-throw > Up Air kill on us. We'd actually be the ultimate counter to Diddy if Hitstun BLC cancel was still in. But aside from that. We can zone diddy out pretty nicely.
I'd say the MU Ratio is a 50:50
I see him sometimes, but always with everyone BUT TL, and most of them don't seem to be all that good, but here's a video by NAKAT outlining some general details about vs Diddy:
Other than what NAKAT says, I guess use projectiles to harass him and hamper side-b as well as gimp him with down-b if he tries to charge his up-b. But this is theory: I haven't got the chance to try them out yet. And don't get grabbed. If you get grabbed, DI is your only hope at high percents. I'd probably say 60-40 or 55-45 Diddy Kong I guess?
Hey Dr. A, my internet has been ridiculously slow so I never got to add some input on TL vs Didddy.
The MU is definitely in Diddys favor since due to 2 reasons. 1. Tink has issues w/ characters who're fast 2. Diddy does well vs floaty characters as he can string his aerials well, and will always have time to pull a banana.
I'd say 55:45 from those I've faced, but it's probably worse.
Aeirals:
In the air we're at a clear disadvantage. Since we can't do much to characters below us besides with a bomb throw, Diddys Uair easily connects and can lead to other strings. Even if Uair is his go-to move it will still kill us relatively early, it still has high knockback when stale, and when it's fresh, Diddy can do Dtilt>SH'd Uair for an easy KO.
Diddy's will likely be fishing for Uairs when you recover onto the stage, since Jumping up from ledges is not safe.
His Dair spikes, and also auto-cancels if they use it right before they land on stage. You probably wont see it being used much as it has a small hitbox but it hits hard.
His Nair sends you upwards and strings with more of his Uair, combined with it's low landing lag you'll see this often.
Diddy's really quick so while you're recovering beware his Bair/Fair as they are very quick and not really punishable, and also kill. Diddy will actually be able to combo any of his Aerials besides Dair if he gets a Dthrow in, so DI up and away, and try to guess which move he's going to use next to know if you need to jump or airdodge. You can expect two Bairs at low %. TL has an easier time escaping his Dthrow>Uair than most IMO.
His Fair trades damage well, so don't approach it directly. Shield grab any grounded approaches against this.
Diddy's tilts:
Dtilt: This moves is great. It can clank with our attacks, and leads to a grab or another Dtilt often. At high percents he can Dtitlt you then Uair, as it sends you upwards. He can Dtilt with a banana in hand, so your best bet will be to shield this or roll backwards(risky).
Ftilt: Good for spacing as it has long range, a bit of ending lag but is quick nonetheless.
Utilt: Similar to our Utilt but there's not much of a hitbox behind him.
Smashes:
All of his smashes kill, so you'll probably want to avoid these or shield them and then punish w/ or grab or whatever. The back hit of Dsmash is stronger than the front hit btw. Fsmash has 3 hits and should be shielded or w/e.
Specials:
Peanut Gun: can be annoying offtsage, it's good for pressure and limiting your movements. Though onstage they'll be destroyed by almost anything, and will rarely be seen as he has better options.
Banana: Always use this against him when you have the chance, you can hold it while spamming rang and arrows, and then plan out how to punish his approaches. If it hits your shield jump up and catch it, possibly insta-toss it back.
Diddy Flip: If a Diddy's being aggressive w/ these they're easy to punish, you can spotdodge them or even shield the kick. If he gets the grab always mash out. You can expect him to Nair after the release, or recover if he's offstage.
Though GOOD Diddy's know how not to get punished. When this moved is short-hopped and Smashed kicked, Diddy will actually get momentum/slide boost when he lands. The way this works is the move ends just as he lands, and then he will close some distance to us so that he can catch us w/ a Dtilt, smash attack or grab (think of JCT slide). You will be seeing this often as Diddys like the SH>Banana throw to mixthings up and keep you guessing, and then hop over projectiles with the Diddy Flip. I might add that the momentum can be crouch canceled if he crawls backwards after, and then followed up w/ a Dtilt instantly.
A lot of this match is going to be spent spamming and harassing him on and offstage to possibly get a gimp in. His recovery can easily go wrong w/ good use of bombs, and the wishful thinking that he wont sweet-spot the ledge. Punish the little things he messes up on like dash attacks, or wild grabs. I haven't played many Diddy's btw. They're not really popular in For Glory. He is one of the 3 characters I play so I know a bit about his moves, not necessarily how to combat them.
Diddy Pang Time!
Lets start with negatives because **** it, why not!
~He's got amazing follow ups and combos/strings. Stuff like Upthrow> up air. Nanner into anything.
~While he may lack smash attacks that can kill early without charging they are generally quite quick on execution.
~Diddy can keep up that pressure with a combination of his side B, bananas, up throw and uairs. His other aerials aren't bad either.
~ He can side B out of anything, so its generally smart to try and bait out his side Bs.
~Nanner In general gives him a free hit.
Onto the positives.
~Our projectiles beat his. Including the arrows.
~ His side B is not safe from projectiles. So feel free to camp his butt ( As in make sure you have a bomb in your hand for approach).
~Lacks in killing power. His main kill move is his uair.
I want to rate the MU 50/50 due to diddy just having amazing attacks and combos and just a fluid kind of style. Our projectiles may beat his but our cqc does not. We still have far quicker ways of killing. Our smashes just kill a lot earlier than his.
The general strat against diddy is just to be patient and make sure you land your bombs/boomerangs to allow you to go in with your aerials.