Conti
Smash Ace
Hey guys :]
So It seems there are 2 complaint Threads on the Diddy Forums for his nerfs but No Productive Thread on Actual Discussion of his changes .
This thread is to discuss his current metagame and matchup changes, New Combos or Setups that have been created in the ashes of Hoo-Haa. Alternative options/ideas for making up for what he used to have. Ect ect ect. I know there is an actual discussion in the competetive Smash forum but thats the general summarys of the changes, and i'd rather keep this off the social thread so we can get all the info in one spot. We really need to discuss the depth of how these changes effect how to go about playing him honestly. So let's get this started.
Has anyone been able to do a side by side comparison with Diddy's changes that has found anything not listed? [Here's some Copy/Pastes from some other threads. Can anyone test Dash attack, i have this weird feeling it was changed but haven't seen anyone say anything about it and havent been able to test it [i feel like it links into Uair easier, Also does anyone else feel that our USmash has been changed?]
"Diddy Kong
Up Air Damage 8% -> 6% [KB reductions?]
Forward Air Damage 12/10% -> 10/8%
Up Throw 10% -> 8%
Down Throw 7% -> 6%
Monkey Flip Grab 12% -> 10%. Jump 10% -> 8%. Extra hitbox in kick, now is 14%/12%/10% from 14%/12%
Fsmash Ending lag increased"
"U-Throw got buffed actually. Less damage but that also means less KB and it combos into Uair pretty effectively and is WAY WAY harder to DI (if not impossible) compared to D-Throw."
"Uair nerfed from 8% -> 6%, knockback reduced. CONFIRMED
Fair nerfed from 12%/10% -> 10%/8%, knockback reduced. CONFIRMED
Uthrow nerfed from 10% -> 8%, knockback reduced. CONFIRMED
Dthrow nerfed from 7% -> 6%, knockback unchanged but hitstun reduced. CONFIRMED
Monkey Flip (kick) nerfed 14%/12% -> 12%/10%, knockback reduced. CONFIRMED
Monkey Flip (grab) nerfed 12% -> 10%, knockback reduced. CONFIRMED
Banana (Throw) nerfed from 7% -> 5% CONFIRMED"
CT Had a video covering it aswell, but i feel like he missed some stuff [side b] and knockback changes.
https://www.youtube.com/watch?v=jtSljkQ_Ndw
^^^ Those were from some other posts im terrible at quoteing stuff
So here's my General input, none of it was thoroughly tested, but it's why I'm bringing most of it up so we can get to the bottom of new Diddy.
The statement about UThrow i tested somewhat and I feel U-Throw 'Hoo-Haa' [Up airing at a strict timing after immediately jump and double jump reading their DI/Airdodge], is still a thing but at very precise %s depending on weight/FallSpeed, i don't think its 100% guareeteed or at least maybe on some characters it isn't, but you can frame trap and up air and it WILL KILL if you have rage, IT WILL NOT if you dont have Rage unless they are a light character (Not 100% tested tho, but my 1st impressions after playing Diddy all day today).
I cant figure out what the exact numbers and % are cuz i don't have someone to test this with, but i feel we neeeed to go in depth on his new throw combos, They are % dependant and knowing them really matters. This combo is definitely Character/Weight&FallSpeed dependant
Dthrow as we all know got nerfed but can still potentially combo early percents pretty efficently, 0-25 seems guareenteed still and from there depending on DI/Weight i feel like it gets sketchy and some characters are still able to eat a uair til like 60-65, and some escape the combo starting around 25. I wasn't able to thruoughtly test this but this is what i experienced today when playing. Yet again need to test what characters and Weights/FallSpeeds [someone help me out with this]
All airs are just combo tools now, We rely on Ground setups, or gimps to win now imo. Bair is now Diddys Best KillMove IMO, I'm pretty sure it kills the earliest around 130+ish if you get them by the ledge. Do we even have a log for Diddy's K.O%s i couldn't find them anywhere -.- Diddy boards whyy xD
Upair is now a spammable Combo Tool, that you must use to condition your opponent now, at low %s you can combo 2-3upairs off one Dthrow, I was able to chain like 4 upairs [Falling Uair, to full hop double uair, double jump uair again, follow their DI and a Dthrow to bair combo [did like 56% i think or something total] Upair is still our fastest and highest coverage airiel, don't be afraid to use this because it's still very very useful. It's rumored to have increased lag, Can any1 check to confirm there isn't? i honestly don't think they touched the frames at all on Uair it feels completely the same in terms of Speed on active hitbox and cooldown lag frames. But seriously, Use Upair whenever you see the chance, Don't have to worry about staleing it because your not going to be really killing with this anymore anyways. [Kills roughly around 140-180 now depending oh where ur trying to kill them from, compaired to 100-140]
Fair was the nerf i didn't expect, Honestly i don't feel it was necessary but eh, Whatever makes everyone feel better. It now kills like 20-30% later, Use it the same and it will eventually get the job done.
Fsmash got nerfed, I feel like KB / %s was messed with it and it kills slightly later, but i might be buggin cuz everything else got nerfed, i do feel like it was changed tho, maybe even just 10% more needed for kills, something seems up, And the only confirmed thing i know is they added cooldown to the endlag of Fsmash [nbd imo, the iasa frames were NUTS prior, now it feels above average]
UpSmash seems different as well but i might be mistaken, which is a major concern of mine because no1 is saying anything about it, but i feel like something with the properties of how it connects the hits, and possibly the KB is reduced, not really positive cuz i didn't pay too much attention to this move for a while. Can we test this so I'm not buggin? {Still havent been able to test this but the CT Video confirmed the angle was changed but not sure about KB}
SideB got %s confirmed nerfed, and i have no idea if they even touched the knockback, it seems the same, might be slightly nerfed but i havent heard anything about it and yet again havent been able to test. Seems to kill about the same %s but it doesn't hurt to double check.
Oh no more banana in hand Tilts/Smashes btw
Any1 else find anything?
Summary: Diddy got his K.O. power nerfed but his neutral game is still super solid, If you can win the neutral game, You can win the match, You just gotta work a bit harder is all.
Also i really think the Custom 3 Banana might be viable Vs Big/Heavy/Fast Faller characters with poor horizontal movement, i get like free combos til like 70-90% vs them cuz Upair to Reverse-DownB to Up air or upair[picking up banana on jump], to banana toss to upair, upair being nerfed makes alot of silly combos with these bananas imo, but definitely are matchup dependant and are really not that good for Floatys/High horizontal movement/ Short characters. I'm personally going to start using them for very specific matchups because i feel they put the matchup in our favor. The problem with these bananas is they mainly setup air combos, and take away our grounded kill options, they mainly good vs a character you have trouble getting in on & can get alot of off for getting in & don't have trouble killing without bananas and grabs, people you can get off the edge and edgeguard easily, im still testing these heavily and will have more input in due time. Might even make a thread about them. Just know they are not the best choice if you struggle getting the kill and don't get high rewards for air combos [Floatys or Fast Dair or escape option characters] That's pretty much all i got for now. Hope some info was insightful, Lemme know what you guys think and let's help get Diddy on the right track this patch. [This is Diddys Path to Righteousness xD] -
Edited because i wrote this at 2am lol, Sorry my grammar is terrible guys xP.
Thanks for Readin - ContiBeastMode
Day2 Findings: U-Throw To Fair might be the New-Haa! [New Hoo-Haa for Diddy] It racks more % then if u went for Dthrow to Uairs, the knockback reduction is actually a buff in a sense because the hitstun was unchanged [unlike Dthrow's hitstun was changed/reduced] and allowing crazy combos from 0-50ish it seems and it puts you in such a good position imo to reverse banana pluck or follow up into stuff, Also Uthrow Uair becomes a thing possibly later on but the %s for what it works at is confusing, and it won't kill without rage it seems, maybe light characters. Dthrow combos are still good mixups, but Uthrow might be the better option now overall. DThrown JC Tosses are really good for Fsmash Follow ups so try mixing this into your game if u want to expand ur kill options. At later percents where uthrow uair wont connect i realized, Uthrow - Jump as if you were following up with Uair but instead instantly Airdodge outta double jump to fake out/bait and Uair is really mindgamey and works.
Week1-2 Findings: [Update 4/28]
After alot of testing i believe Default Diddy is still the best Diddy [For Singles! The Custom Banana is good vs heavys/Big Characters/slow fallers and thats it, Taking away the grounded kill options vs all the high/top tier characters after alot of testing makes the matchups actually harder because you cant confirm kills] The 3 Banana is AMAZING in Teams tho, I use it over default and I've won/2nd placed my last 3 locals thanks to it. Especially if u have someone who can easily cover the air options for kills like Luigi with his downB, Sonic with spring Bair and his crazy speed, ect you can just think of neat comps.]
I'm going to test what @ W.A.C. suggested with the Custom SideB because im curious,
Moving on, Banana Tech is key to winning, using Zdrops, JCTs, SH Rising Instant throws and much more.
Apparently i read you can GT Cancle out of the Side-B SuperCrawl which sounds amazing if so.
Dtilt is one of our top tools for setting up kills now, Dtilt > UpSmash, RAR Bair are the main setups for 120%ish kills. Another Fancy Setup if you land a banana trip from a distance and dont see a Usmash Killing is, Banana Toss/JCT > FoxTrot (once) > StudderStep FSmash.
Reverse bananas into crazy mind games, Everything is just bait and hit, build up damage and get these setups.
There's more i need to add tbh, but i wanna collect more info because tbh i forget and yet again im updating this at 3:30am lol. Thanks for reading thats all for now!
- Conti
So It seems there are 2 complaint Threads on the Diddy Forums for his nerfs but No Productive Thread on Actual Discussion of his changes .
This thread is to discuss his current metagame and matchup changes, New Combos or Setups that have been created in the ashes of Hoo-Haa. Alternative options/ideas for making up for what he used to have. Ect ect ect. I know there is an actual discussion in the competetive Smash forum but thats the general summarys of the changes, and i'd rather keep this off the social thread so we can get all the info in one spot. We really need to discuss the depth of how these changes effect how to go about playing him honestly. So let's get this started.
Has anyone been able to do a side by side comparison with Diddy's changes that has found anything not listed? [Here's some Copy/Pastes from some other threads. Can anyone test Dash attack, i have this weird feeling it was changed but haven't seen anyone say anything about it and havent been able to test it [i feel like it links into Uair easier, Also does anyone else feel that our USmash has been changed?]
"Diddy Kong
Up Air Damage 8% -> 6% [KB reductions?]
Forward Air Damage 12/10% -> 10/8%
Up Throw 10% -> 8%
Down Throw 7% -> 6%
Monkey Flip Grab 12% -> 10%. Jump 10% -> 8%. Extra hitbox in kick, now is 14%/12%/10% from 14%/12%
Fsmash Ending lag increased"
"U-Throw got buffed actually. Less damage but that also means less KB and it combos into Uair pretty effectively and is WAY WAY harder to DI (if not impossible) compared to D-Throw."
"Uair nerfed from 8% -> 6%, knockback reduced. CONFIRMED
Fair nerfed from 12%/10% -> 10%/8%, knockback reduced. CONFIRMED
Uthrow nerfed from 10% -> 8%, knockback reduced. CONFIRMED
Dthrow nerfed from 7% -> 6%, knockback unchanged but hitstun reduced. CONFIRMED
Monkey Flip (kick) nerfed 14%/12% -> 12%/10%, knockback reduced. CONFIRMED
Monkey Flip (grab) nerfed 12% -> 10%, knockback reduced. CONFIRMED
Banana (Throw) nerfed from 7% -> 5% CONFIRMED"
CT Had a video covering it aswell, but i feel like he missed some stuff [side b] and knockback changes.
https://www.youtube.com/watch?v=jtSljkQ_Ndw
^^^ Those were from some other posts im terrible at quoteing stuff
So here's my General input, none of it was thoroughly tested, but it's why I'm bringing most of it up so we can get to the bottom of new Diddy.
The statement about UThrow i tested somewhat and I feel U-Throw 'Hoo-Haa' [Up airing at a strict timing after immediately jump and double jump reading their DI/Airdodge], is still a thing but at very precise %s depending on weight/FallSpeed, i don't think its 100% guareeteed or at least maybe on some characters it isn't, but you can frame trap and up air and it WILL KILL if you have rage, IT WILL NOT if you dont have Rage unless they are a light character (Not 100% tested tho, but my 1st impressions after playing Diddy all day today).
I cant figure out what the exact numbers and % are cuz i don't have someone to test this with, but i feel we neeeed to go in depth on his new throw combos, They are % dependant and knowing them really matters. This combo is definitely Character/Weight&FallSpeed dependant
Dthrow as we all know got nerfed but can still potentially combo early percents pretty efficently, 0-25 seems guareenteed still and from there depending on DI/Weight i feel like it gets sketchy and some characters are still able to eat a uair til like 60-65, and some escape the combo starting around 25. I wasn't able to thruoughtly test this but this is what i experienced today when playing. Yet again need to test what characters and Weights/FallSpeeds [someone help me out with this]
All airs are just combo tools now, We rely on Ground setups, or gimps to win now imo. Bair is now Diddys Best KillMove IMO, I'm pretty sure it kills the earliest around 130+ish if you get them by the ledge. Do we even have a log for Diddy's K.O%s i couldn't find them anywhere -.- Diddy boards whyy xD
Upair is now a spammable Combo Tool, that you must use to condition your opponent now, at low %s you can combo 2-3upairs off one Dthrow, I was able to chain like 4 upairs [Falling Uair, to full hop double uair, double jump uair again, follow their DI and a Dthrow to bair combo [did like 56% i think or something total] Upair is still our fastest and highest coverage airiel, don't be afraid to use this because it's still very very useful. It's rumored to have increased lag, Can any1 check to confirm there isn't? i honestly don't think they touched the frames at all on Uair it feels completely the same in terms of Speed on active hitbox and cooldown lag frames. But seriously, Use Upair whenever you see the chance, Don't have to worry about staleing it because your not going to be really killing with this anymore anyways. [Kills roughly around 140-180 now depending oh where ur trying to kill them from, compaired to 100-140]
Fair was the nerf i didn't expect, Honestly i don't feel it was necessary but eh, Whatever makes everyone feel better. It now kills like 20-30% later, Use it the same and it will eventually get the job done.
Fsmash got nerfed, I feel like KB / %s was messed with it and it kills slightly later, but i might be buggin cuz everything else got nerfed, i do feel like it was changed tho, maybe even just 10% more needed for kills, something seems up, And the only confirmed thing i know is they added cooldown to the endlag of Fsmash [nbd imo, the iasa frames were NUTS prior, now it feels above average]
UpSmash seems different as well but i might be mistaken, which is a major concern of mine because no1 is saying anything about it, but i feel like something with the properties of how it connects the hits, and possibly the KB is reduced, not really positive cuz i didn't pay too much attention to this move for a while. Can we test this so I'm not buggin? {Still havent been able to test this but the CT Video confirmed the angle was changed but not sure about KB}
SideB got %s confirmed nerfed, and i have no idea if they even touched the knockback, it seems the same, might be slightly nerfed but i havent heard anything about it and yet again havent been able to test. Seems to kill about the same %s but it doesn't hurt to double check.
Oh no more banana in hand Tilts/Smashes btw
Any1 else find anything?
Summary: Diddy got his K.O. power nerfed but his neutral game is still super solid, If you can win the neutral game, You can win the match, You just gotta work a bit harder is all.
Also i really think the Custom 3 Banana might be viable Vs Big/Heavy/Fast Faller characters with poor horizontal movement, i get like free combos til like 70-90% vs them cuz Upair to Reverse-DownB to Up air or upair[picking up banana on jump], to banana toss to upair, upair being nerfed makes alot of silly combos with these bananas imo, but definitely are matchup dependant and are really not that good for Floatys/High horizontal movement/ Short characters. I'm personally going to start using them for very specific matchups because i feel they put the matchup in our favor. The problem with these bananas is they mainly setup air combos, and take away our grounded kill options, they mainly good vs a character you have trouble getting in on & can get alot of off for getting in & don't have trouble killing without bananas and grabs, people you can get off the edge and edgeguard easily, im still testing these heavily and will have more input in due time. Might even make a thread about them. Just know they are not the best choice if you struggle getting the kill and don't get high rewards for air combos [Floatys or Fast Dair or escape option characters] That's pretty much all i got for now. Hope some info was insightful, Lemme know what you guys think and let's help get Diddy on the right track this patch. [This is Diddys Path to Righteousness xD] -
Edited because i wrote this at 2am lol, Sorry my grammar is terrible guys xP.
Thanks for Readin - ContiBeastMode
Day2 Findings: U-Throw To Fair might be the New-Haa! [New Hoo-Haa for Diddy] It racks more % then if u went for Dthrow to Uairs, the knockback reduction is actually a buff in a sense because the hitstun was unchanged [unlike Dthrow's hitstun was changed/reduced] and allowing crazy combos from 0-50ish it seems and it puts you in such a good position imo to reverse banana pluck or follow up into stuff, Also Uthrow Uair becomes a thing possibly later on but the %s for what it works at is confusing, and it won't kill without rage it seems, maybe light characters. Dthrow combos are still good mixups, but Uthrow might be the better option now overall. DThrown JC Tosses are really good for Fsmash Follow ups so try mixing this into your game if u want to expand ur kill options. At later percents where uthrow uair wont connect i realized, Uthrow - Jump as if you were following up with Uair but instead instantly Airdodge outta double jump to fake out/bait and Uair is really mindgamey and works.
Week1-2 Findings: [Update 4/28]
After alot of testing i believe Default Diddy is still the best Diddy [For Singles! The Custom Banana is good vs heavys/Big Characters/slow fallers and thats it, Taking away the grounded kill options vs all the high/top tier characters after alot of testing makes the matchups actually harder because you cant confirm kills] The 3 Banana is AMAZING in Teams tho, I use it over default and I've won/2nd placed my last 3 locals thanks to it. Especially if u have someone who can easily cover the air options for kills like Luigi with his downB, Sonic with spring Bair and his crazy speed, ect you can just think of neat comps.]
I'm going to test what @ W.A.C. suggested with the Custom SideB because im curious,
Moving on, Banana Tech is key to winning, using Zdrops, JCTs, SH Rising Instant throws and much more.
Apparently i read you can GT Cancle out of the Side-B SuperCrawl which sounds amazing if so.
Dtilt is one of our top tools for setting up kills now, Dtilt > UpSmash, RAR Bair are the main setups for 120%ish kills. Another Fancy Setup if you land a banana trip from a distance and dont see a Usmash Killing is, Banana Toss/JCT > FoxTrot (once) > StudderStep FSmash.
Reverse bananas into crazy mind games, Everything is just bait and hit, build up damage and get these setups.
There's more i need to add tbh, but i wanna collect more info because tbh i forget and yet again im updating this at 3:30am lol. Thanks for reading thats all for now!
- Conti
Last edited: