Yay, useful discussion at last! Good stuff peeps.
It's like someone read the ever-repeated question or something...
Question: What does Diddy have to do to compete in Project: M at a top level of play?
Glad it's over 50% on topic now.
Bamsey (or do you go strictly by nausicaa now? idk, I don't even know what your real tag is) we always appreciate your sage like insights, but they can get fairly condescending sometimes. I agree with Disqo, Diddy has to work so much harder than other characters to win. Difficulty of a character is not usually a problem, but its not a technical difficulty that Diddy has, its the fact that to get a stock through a TOD combo or set up for a gimp still requires multiple resets and tech chases. Diddy has an amazing DD as well as amazing zone control with bananas to nullify some of the opponents options in a tech chase situation, but Diddy lacks serious ways to benifit off a tech chase on most characters outside of a down smash, imo. His grabs dont even set up for tech chases at mid range percents on most characters, and sometimes all you can get off of an oki situation is a grab. When in certain situations all you can get off of working for a tech chase is a grab, some percent, and a positional advantage, and the character is intended to be built around such interactions, there is a problem.
Diddy has options for most situations. But they are strictly worse than most options that other characters have, options that cover far more situations. Ivy's razor leaf is a prime example. a low risk, high reward pressure option that is basically free. Diddy has options, but if your options in a situation are strictly worse, either they are less safe or dont reward much, than most other characters, that is the definition of low tier.
I love diddy, and i feel he has a strong neutral game, but his risk-reward balance for committing to anything is too skewed against him.
I have a knack for that, yeah. Though it's all been in good spirits, so hopefully people are happy and not miserable about things. <3
So far I've agreed with everyone in this thread about basically everything, as long as I've understood what their posts are. It's when rants about Side-B derailing a conversation out of nowhere happen that I get really confused. lol I still have NO idea where 50% of what Disqo posted even came from since it's directed at me and yet has nothing to do with the contents of my posts. No big deal though.
I've never really had a tag. Nausicaa of the Valley of the Wind is just a sick movie/manga.
You sound like your describing Pikachu or Sonic, and describing that people are trying to play him in a way that doesn't exploit his (their) advantages.
If the whole no-ToD-but-control-and-option-elimination-process is where he's strong, why try forcing ToD's off single tech-chase hard-hits? (if you want that, play Wolf or Lucas... simpler? Falcon or Zard... simpler? DK...) Why try instant-gimping off single edge-guard attempts? (if you want that, play Dedede or Jiggs... too simple? play Marth or ZSS... too simple? play Pika [who's already super-complex]... or how about DIDDY [get how non-simple it's getting?])
If this isn't what the character can do, but they can instead control the flow really well because of such a strong Neutral enabling them to reset-and-re-position to their advantage until the stock is gone eventually ANYWAY, what's the problem? (Play like a Pika rather than a Dedede/Jiggs, or a Wolf/Lucas instead of a DK)
This is the only point I've made in this thread so far, and so far, literally 100% of the people posting here, has followed this up by stating that this is 100% accurate in their own posts.
Any 'argument' that Diddy lacks ToD, kill moves, instant-satisfying-a-stock-ending, or other things of that nature, isn't contradicting this or arguing against my points, but rather 100% supporting them. Anything that seems that way in this thread so far is simply a mis-interpretation of the discussion at hand. AKA Disqo was arguing semantics that were neither here nor there, since they weren't even related to the topic points. lol
Otherwise, it's possible that the arguments were against my answer to that initial question (first thing in THIS post^) 'I think Diddy CAN compete, but HOW?' and people saying 'He CANNOT, he needs BUFFS [<off topic and not helpful]', which is so subjective and all I was really trying to do was keep the thread on topic... my point being my in-my-opinion as accurate (that he CAN) is a side-point at that. lol
Hopefully that makes sense. Doesn't matter in the end. It worked out, people are on topic about it now.
Sounds like Diddy players could take a hint from the concept of process-stock-taking akin to sustaining control without ever over-committing, because they never have to, and they'll get every opportunity they need simply by being near-and-ready for whatever comes up, rather than forcing anything.
Funny how the topic didn't change from my initial post, it's just gone for a loop.
Edit2: There's a mild discussion about this in the Pika forums about the same thing, that's very related to Diddy. Basically it's the simple idea of 'Don't force thing, don't approach, don't ToD attempt because you'll over-commit to things and lose position, even if the reward is high, even off potential insta-gimps, don't do anything you don't have to do... and being fast, having excessive tools, just being this character... go to where the opponent doesn't want you, and wait for them to mess up simply because of the fact that you're AROUND them in an area they don't want you to be around... and that alone will open up all the options you need... simply because of "^see above reasons why you 'DON'T' have to do things.'
Extra-run-on-sentence. People might have to read it twice to get it.
Rather than discuss what Diddy needs CHANGED... again.
Question: What does Diddy have to do to compete in Project: M at a top level of play?
Right NOW?
I'm quite sure, given everyone is describing him being weak for the exact reasons he's strong...
If Diddy is going to be buffed, please for god's sake be careful. Real easy character to make broken just because of one feature. I don't think he needs buffs at all anymore.
This stuff.
If optimizing play means calming down and learning to process 100 resets to get a kill, even when your oponent Bowser can do it all in 1 hit, then THAT is the change that is needed. Contradictory (at LAST contradiction/an argument shows up in this thread!!!) to what everyone is attempting to make work (the whole ToD doesn't work [sadface] and instant gimps off a throw doesn't work [sadface]), attempting to work purely with what DOES work usually shows good results.
With all of that...
"When in certain situations all you can get off of working for a tech chase is a grab, some percent, and a positional advantage, and the character is intended to be built around such interactions, there is a
problem Bread-and-Butter for a character."
I like this discussion.
Edit: Elaboration/examples to clarify stuffz