ThatGuyYouMightKnow
Smash Champion
The changes:
Had a nice session talking with Seagull last night and we both believe this Diddy is actually either still really good, or even BETTER than before. Peanuts are less of an antiair but they still cover options greatly, and now covers ground options better. Naners are nerfed, but they're minishines again in the air, and they KILL. (I killed Peach at around 150% with a banana in the air, literally, not even a gimp, midstage. Possibly bad DI, but regardless, it killed). SideB grab is nerfed and buffed, missing it is just more easily punished now.
The only things that I really feel are ****ing me up are sideB's recovery (holy****long) and less deep kong in general. Otherwise, I like this Diddy better than 3.0 Diddy.
Discuss.
-SINGLE banana only. Downb does nothing but the animation if it's tried again.
-Bananas that hit airborne now hit like mini-shines ala 2.6 bananas (hit diagonally down and away from you)
-Peanuts travel in a straighter arc (nerf AND buff, mainly a buff in reality, instant AGTing a peanut still works)
-SideB gained a lot of recovery. I mean a LOT, of recovery, even if you kick.
-SideB grab smack either has less knockback or a lower trajectory, Diddy is much closer to the ground after he smacks. Instant uair still works on most chars, wavelanding still works, but most of the time double jump + aerial will not work.
-UpB can't be charged as long (seems about halved in charge time), goes a bit shorter in distance, and gained a good amount of landing lag. Barrel misfires now no longer hit UNTIL EXPLODING OVER TIME (however, they seem to track much better now, and stay on the stage for a very long time now)
-Fair deals more knockback, but the trajectory was fixed up, so it doesn't kill nearly as fast but it still hits hard when it needs to. This was killing at around 100% for me, normally.
-Uthrow is no longer a kill throw and gained more recovery, but knocks at a much lower angle/knockback was lowered, so chaingrabs at mid percents are possible and followups off uthrow are somewhat viable due to how low the enemy ends up
-Dthrow seemed unchanged...
-Aesthetic changes
-Bananas that hit airborne now hit like mini-shines ala 2.6 bananas (hit diagonally down and away from you)
-Peanuts travel in a straighter arc (nerf AND buff, mainly a buff in reality, instant AGTing a peanut still works)
-SideB gained a lot of recovery. I mean a LOT, of recovery, even if you kick.
-SideB grab smack either has less knockback or a lower trajectory, Diddy is much closer to the ground after he smacks. Instant uair still works on most chars, wavelanding still works, but most of the time double jump + aerial will not work.
-UpB can't be charged as long (seems about halved in charge time), goes a bit shorter in distance, and gained a good amount of landing lag. Barrel misfires now no longer hit UNTIL EXPLODING OVER TIME (however, they seem to track much better now, and stay on the stage for a very long time now)
-Fair deals more knockback, but the trajectory was fixed up, so it doesn't kill nearly as fast but it still hits hard when it needs to. This was killing at around 100% for me, normally.
-Uthrow is no longer a kill throw and gained more recovery, but knocks at a much lower angle/knockback was lowered, so chaingrabs at mid percents are possible and followups off uthrow are somewhat viable due to how low the enemy ends up
-Dthrow seemed unchanged...
-Aesthetic changes
Had a nice session talking with Seagull last night and we both believe this Diddy is actually either still really good, or even BETTER than before. Peanuts are less of an antiair but they still cover options greatly, and now covers ground options better. Naners are nerfed, but they're minishines again in the air, and they KILL. (I killed Peach at around 150% with a banana in the air, literally, not even a gimp, midstage. Possibly bad DI, but regardless, it killed). SideB grab is nerfed and buffed, missing it is just more easily punished now.
The only things that I really feel are ****ing me up are sideB's recovery (holy****long) and less deep kong in general. Otherwise, I like this Diddy better than 3.0 Diddy.
Discuss.
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