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However, I do thank you for whatever you posted, it DOES help.I am a Metaknight main, attempting to share my knowledge with a Character I don't main.
I shall take my leave, and not bug you.
I still thanked him for his input..Jebus is a Diddy Kong main...
Disagree, agree, agree and disagree.(1) Banana's in the air do not seem to do much. If it hits, big whoop. It doesn't trip. (2) They are easily caught by either party with aerials or airdodges too. (3) On the ground they are much more difficult to get and are actively covering options. The potential for a trip is even more beneficial. (4) I'd say throwing banana's straight up is pretty pointless.
At the first paragraph, can't he SDI->ZDrop? That's what happens to me.Don't jab combo Diddy when he's not holding a banana, it's so easy for him to SDI up and punish the you with a uair.
Overall I feel like Diddy and Falco have the same strengths and weaknesses in this match up. I think this match up is +1 for Falco since Falco is able to camp Diddy well and chip damage even when Diddy has both bananas in his control.
I feel like Delphino is probably Diddy's best CP not including RC and Brinstar, mainly because of the walk offs and walls. YI and Lylat would be the other CP, but they're not too bad. You would just have to side b less, but I feel Falco's side b isn't that great in the match up anyways.At the first paragraph, can't he SDI->ZDrop? That's what happens to me.
As to the MU, maybe on a neutral like Battlefield or Smashville, but Diddy does better on more stages, imo. If it's a janky stage, then Diddy generally preforms better. I don't mean just Brinstar/RCruise janky. I mean Delphino/YI janky.
Talk to me about stage choice. I've talked about it with P1 often enough and when we play, he generally bans Halberd and I ban Brinstar. I CP Frigate and he CPs RCruise.
I disagree with you on FD. Although our recovery is limited we have more space to avoid bananas and to camp. I feel it is much easier for Diddy to lose banana control on this stage compared to SV.Nah we do better on FD, falco has a hard time landing on that stage. Frigate isn't a bad CP but I definitely feel halberd is better. I think frigate would be slightly in your favor or even. Walk offs probably favor falco more than diddy, it's pretty hard to get a double banana lock going these days, but walls definitely favor us
I don't like playing Falco on FD for DEHF's reason alone. My main cp against Falco is usually lylat, but I like delfino mainly because it moves, usually putting Falco in a bad position. I used to think this MU is even, but Falco's are becoming smarter with side b and learning to use bananas so I'd say +1 Falco.I disagree with you on FD. Although our recovery is limited we have more space to avoid bananas and to camp. I feel it is much easier for Diddy to lose banana control on this stage compared to SV.
Halberd is okay, but I prefer Frigate because I feel Falco has more of a chance to force Diddy to use his up b on the right side of the first stage and the second part is really good for Falco. Fighting Diddy when the stage is moving isn't too great imo, the second part Halberd is just as good as the second part of Frigate, possibly better.
I don't see how walk offs would favor Falco, unless we got the chain grab at a low %. Even if you don't double naner lock you could just single naner lock into a smash attack. Falco can do the same with a banana, but it is more likely that Diddy will be using the bananas.
Falco's camp ability on FD compared to SV is pretty negligible in this MU, it's not too hard for Diddy to avoid lasers with jumps and crawls if anything it might be a bit easier to camp on SV because the platform can give you some overhead cover of an aerial banana when we jump over lasers. Also, it's DEFINITELY easier to keep control of banana stage on FD compared to SV. On FD we don't have a moving platform that interrupts banana combos and then takes our bananas off to the side above offstageI disagree with you on FD. Although our recovery is limited we have more space to avoid bananas and to camp. I feel it is much easier for Diddy to lose banana control on this stage compared to SV.
Halberd is okay, but I prefer Frigate because I feel Falco has more of a chance to force Diddy to use his up b on the right side of the first stage and the second part is really good for Falco. Fighting Diddy when the stage is moving isn't too great imo, the second part Halberd is just as good as the second part of Frigate, possibly better.
I don't see how walk offs would favor Falco, unless we got the chain grab at a low %. Even if you don't double naner lock you could just single naner lock into a smash attack. Falco can do the same with a banana, but it is more likely that Diddy will be using the bananas.
Even though Diddy has the ability to avoid lasers it doesn't mean you'll avoid every single hit. I don't see how Diddy jumping over lasers and throwing bananas is that big of a problem. Falco should be able to shield before the banana hits him if he lands and if he doesn't land I doubt Diddy can get too big of a punish off of it. On FD if would be harder for Diddy to land a banana on Falco while jumping if he's keeping his distance from him anyway. I agree that the platforms on smashville make it harder for Diddy to keep his bananas near him, but I don't see how Diddy would land most of his double naner lock combos if the Falco just kept his distance when Diddy has both bananas out. The moving platform also helps Diddy avoid the use of his up b, which is very gimpable.Falco's camp ability on FD compared to SV is pretty negligible in this MU, it's not too hard for Diddy to avoid lasers with jumps and crawls if anything it might be a bit easier to camp on SV because the platform can give you some overhead cover of an aerial banana when we jump over lasers. Also, it's DEFINITELY easier to keep control of banana stage on FD compared to SV. On FD we don't have a moving platform that interrupts banana combos and then takes our bananas off to the side above offstage
Also, I mean, we have a good chance of forcing Falco to use his up-b on the right side as well and it pretty much guarantees us a punish on your recovery since there's no edge to side-b/up-b to making it transparent. At least, we have options with side-b where we can get to the wall to wall jump from for some mixups, it'd also hurt your camping game a lot. The 2nd transformation is probably equally good for Diddy than it is for Falco in this MU, maybe a little bit easier for Falco, but not by much, both characters would have a hard time trying to approach the other trying to camp the center, I think Falco might have a slightly easier time taking initial control of it which is why I think it may be slightly in Falco's favor here, but not by a whole lot if at all.
The CG at low % is a lot easier to get than a double banana lock, double banana lock only works if your bananas are lined up just right. I think you're using some wrong terminology here, a single banana lock would be...you know locking the opponent with just one banana (in which case we can just infinite you), I think you're talking about just a simple banana>smash combo which you're probably right about it helping diddy more than falco, except really the only Delfino transformation that a Falco player should be near the wall in the first place would be the rooftops, all the other ones would give falco a pretty bad disadvantage to just be there in the first place.
edit:
Also, just to list some of your advantages on Halberd. Lower ceilings = easier kills for you, I suppose you can say the same for us, but Falco has a harder time killing in this MU than Diddy IMO also Falco has an additional advantage thanks to his fast fall speed so it's even harder to kill you off the tops. The giant middle platform hurts our banana combos since they get caught up in there a lot since they take up the majority of the stage. The 2nd half of Halberd is even larger than FD which helps your camping game even more (plus middle platform which I already mentioned).
Obviously we can't avoid every single one, but the jump banana throw will hit if we're close enough (and you continue to SHDL) we're not going to do it if we're like at opposite ends of FD or something. It's not about getting the punish either because we'd be too far to punish with anything significant, it'd just be about messing up your camp game. The moving platform hardly helps our recovery, the only time we're really forced to use our up-b is when we're down below the stage and that platform isn't going to be helping there. Side-b and midair jump usage is more than enough to get us back horizontally. The platform helps Falco's phantasm and up-b recovery much more than Diddy's.Even though Diddy has the ability to avoid lasers it doesn't mean you'll avoid every single hit. I don't see how Diddy jumping over lasers and throwing bananas is that big of a problem. Falco should be able to shield before the banana hits him if he lands and if he doesn't land I doubt Diddy can get too big of a punish off of it. On FD if would be harder for Diddy to land a banana on Falco while jumping if he's keeping his distance from him anyway. I agree that the platforms on smashville make it harder for Diddy to keep his bananas near him, but I don't see how Diddy would land most of his double naner lock combos if the Falco just kept his distance when Diddy has both bananas out. The moving platform also helps Diddy avoid the use of his up b, which is very gimpable.
If Diddy gets grabbed at a very low % or the dthrow is stale, then it would work, but that isn't something I would rely on. The double naner is an option that Diddy will always have regardless of percents and yes I was referring to banana > smash combo.
I know Diddy can force Falco to use up b on the right side of the first transformation as well, but Falco can pressure Diddy high in the air, forcing Diddy to go lower. Diddy on the second transformation I feel isn't that big of a threat compared to Falco. Diddy would have to jump in order to hit Falco with a banana if he was in the center, plus Falco can still pressure Diddy in the center of the stage with side b. Falco's laser camping becomes much better in the center, Diddy wouldn't be able to crouch under the lasers and Falco's shdl would be able to hit Diddy while he's stand on either side.
Frigate has a lower ceiling as well, not as low as Halberd, but still lower than average.
I feel like throwing the banana just to mess up our camping isn't worth it, if you're not getting a follow up. You're pretty much giving Falco your banana for a small % of damage on him. If the Falco is smart the banana won't bother him and they will continue camping.Obviously we can't avoid every single one, but the jump banana throw will hit if we're close enough (and you continue to SHDL) we're not going to do it if we're like at opposite ends of FD or something. It's not about getting the punish either because we'd be too far to punish with anything significant, it'd just be about messing up your camp game. The moving platform hardly helps our recovery, the only time we're really forced to use our up-b is when we're down below the stage and that platform isn't going to be helping there. Side-b and midair jump usage is more than enough to get us back horizontally. The platform helps Falco's phantasm and up-b recovery much more than Diddy's.
Falco might be able to pressure us in the air forcing us to go lower, but Diddy can at least get lower and just move to the left so as at least to land on the stage. The jumping to throw a banana thing isn't really true for the center, if we're directly in the center then ya I guess so and it's really not that big of a deal for us to jump and throw the banana in the first place, but we're not going to be like a rock and stand directly in the center with no intention on moving at all, we'll be moving at little bit to be able to throw our bananas to get our sliding banana. I'm not sure if you know about it or know what I'm talking about, but if Diddy throws a banana level with the stage's slope then it'll slide on the ground (and go under shields causing an auto slip as well) and it's not that hard to pull off, we just have to be a couple of steps on the slope to do it. Our upward angled ftilt also works really well for camping the center as well as our dtilt. Our dtilt we're already crouching so you can't grab us as well as a lot of other punished options since we'd be on the slope down, it's a frame 4 move with very little cool down, much harder to punish with a slope involved. Phantasm is punishable with OoS Glidetoss and yeah SHDL is very good for him when camping in the center, but we can still just throw a banana at you when you jump (although I'm not refuting it's still effective).
Yeah you're right about the Frigate having lower ceilings as well, and yeah like you said they're not as low as halberd, but Halberd's side blast zones are much farther away than on Frigate (which is closer than usual) which is how diddy gets most of his kills so it pretty much neutralizes or makes it easier for us to kill on Frigate than yourself.
If diddy hit the kick option your dair will lose. The hit box on the kick option of the side be is dumb. I have learned that nair will be a more effective counter to side b if he kicks. I think that diddys side b is one of his best tools vs falco.one thing that i don't see many falco's do is use dair as a defence against diddy's sideB. it's actually really effective. it beats it cleanly. space well and you're guaranteed a jab --> grab followup.
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