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Kong Kollege: Diddy Kong Tactical Discussion

Nausicaa

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All those characters have options that diddy still doesn't have. All the chars you just mentioned have tools they benefit from better than diddy does from DD and "throwing people offstage"
Just the fact that he has Banana's nullifies this entire section of statement, let alone... everything else.

Edit: Late edit, just to clarify.
^ That comment was for the options in situations thing.

v This comment is for the whole thing. Like 'Throwing people off-stage is terrible design' wow, you must really hate Dedede. That type of thing.

I'm curious as to why you think what you said is accurate.


+ Do you actually think Falcon using Side-B is something viable in any decent level of play? As far as I can tell, it won't have any more frequency of use than Diddy's, considering how many other options he has that fit the same purpose, but better, 'most' of the time. DD > all anyway. Sure, he gets a Knee off it, but why does everyone want every character to Touch-of-Death like Char and Falcon in this game? XD
 

DiSQO_BuNNY

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Bananas are still not enough to help diddy as he currently is. They are clankable, a good wavedash will catch a banana before it hits, and on top of that, they are one of the only two projectiles that you have to go and chase after they're thrown.

DDD has a ****ton of options he uses by throwing people offstage. Diddy doesn't have a giant ****in half-american airlines hammer to support that tactic. I should know. I also play DDD.

That's not the point. Falcons move in comparison is better than diddys. But since you want to talk about viable, let's look at the scenarios for falcons side:
On hit, you get kneed/uair/bair afterwards. If you CC, you're in reset. If you shield, you may be able to punish, given your characters options, which is usually a grab since you don't get pushed very far.
Diddy: On hit, you can get hit for 20% but DI this and diddy has no guarantee except a hopeful and quick reset at low percents. Command grab, not CCable, tho easy to pivot grab and predict because of its translated approach. Can't shield it.

So you're right, on paper, this move sounds like an aspiring player like yourself would "put in the work and theory craft" the **** outta this move. But from experience, mister all knowing diddy player of ****in wiener land, this is not as optimal as it sounds. I've played Sethlon, oracle, Strawhat, denthorn, Awestin, Denti, countless other top/fantastic players and I can tell you, right now and for the rest of 2.6, that this move is nowhere near the shining meta game you think it is or used to be.
 

AbstractLogic

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I'd like for this to stay civil, but I'll throw my 2 cents in just because I had a similar background to you Disqo (brawl Diddy that switched over) and I have mained Diddy with wolf as a secondary almost exclusively my whole time playing P:M. I respect the development you've done with Diddy's meta especially in the early days and I remember you being the guy to look out for with this silly monkey.

For some context: (OPTIONAL READ) I wasn't in the scene until around May so that was the end of 2.5's life which I know plenty of people consider Diddy's "Glory Days". Don't get me wrong, he was incredible then too, but was a bit silly. To start off, my biggest transition to where I currently am was the whole brawl mindset. I sort of disliked Diddy when I picked him up in this game because the bananas kinda seemed useless. I remember even joking about just playing bananaless Diddy just because of how good they made his other tools (popgun, barrels, Nair, Side-B etc) It wasn't until getting out of that "troll" stage of abusing his gimmicks and relying on people's lack of experience that I started to realize the character's potential. I remember going to Low Tier City right after 2.6 had been released and not doing as well as I could have because I felt like I was forced to use all secondaries due to how foreign the changes felt. In particular I hated the dash attack and felt like all it did was reset situations at best. However at this point in 2.6's life, I've begun to really like what has been done. Do NOT get me wrong, there are things that I'd still like tweaked in the next release and I can hope that GuruKid pays attention to these boards enough and feels similarly enough to make said adjustments.

If you take the traits he has as they currently are you can come up with a few things.

He has very good mobility on the ground, good WD/DD etc.
He has 2 projectiles that serve different purposes
One of said projectiles is actually an OoS option that puts the opponent in a tech position.
Impressive distance and very dynamic options for recovery (I'm sure nobody has qualms about this)
EXTREMELY high priority aerials. I'm talking challenge Peach's Nair and win type status.
A command grab that doubles as a sex kick
situational based stuff (crawls, wallclings etc)

Notice I didn't put Touch of death combos. Is Diddy the next Falco? Of course not! He is certainly not a rushdown character. He has some pretty good shield pressure but he isn't really cut out for it. Sure, he has 0-deaths on space animals and extended combos on Bowser, but who doesn't? There are two reasons typically to combo an opponent. The obvious one is for damage/stock while the other equally as important one is comboing for position. Assuming you're not overcommitting (which admittedly is easy to do with this slidey ape and as a player I struggle in this area) you have the tools to basically always be in the advantage. Nanners are ridiculously good not on their ability to guarantee grabs/down smashes but to make your opponents time on the ground that much worse. Sure they can just wavedash over them to pick them up but I could also just powershield every Falco laser in theory. The point of it is that either way, you are forcing something from your opponent. They are projectiles that can even be used against spacie shield pressure which most of the cast doesn't have an answer other than frame perfect grabbing or buffering rolls away. I always find it unfair to compare characters, but think of Diddy as more of a sheik type character who is all about pressuring you for position and chipping away with 2-3 hits. Diddy does opt for plenty of resets but that's not as big of a deal when you have the tools to almost always be in control. That's a tradeoff that I am willing to make. Admittedly there are some things i wish that were tweaked to allow easier followups, but I'm not complaining.

I could continue to go on if anyone is interested in hearing it but I'll stop there. I know it sounds like theorycraft and play against top players and really see how unviable he is but ever since I've realized this about Diddy I have been doing significantly better in the last several tournies I've went to. I even shocked myself at WHOBO by doing as well as I did. Am I simply outplaying people with a bad character? are people just falling for gimmicks? Maybe. I still have a ways to go as a player and a competitor in general but in none of these instances did I ever feel my character was lacking enough to have significantly impacted my performance or placings.

TLDR: I appreciate all of the work you've done with Diddy Disqo and respect you as a player, but I'm sometimes wondering if perhaps you could be looking at things from the wrong perspective? I'd like to see the Diddy community embrace these changes and hopefully push his meta like i know it can be.
 

DiSQO_BuNNY

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You have a fantastic outlook. Believe me man, I'm not claiming to be the driving force behind this characters meta, and I certainly know that its not the same as brawl. My biggest issue is the things that already weren't safe in 2.5 have been made worse for the exchange of easier combos. There lies the problem. They gave us a way to get an extra two or three hits. Sometimes it lands a kill, so what? They made this char ridiculously unwise to pick. Lacks threatening combos but is the perfect combo weight/fall speed? What sense does that make?

His projectiles are my best friends, but what happens when that stuffs not a threat? Fireballs, reflectors, shines, gimps, grabs: we get wrecked by this whether we use our bananas and peanuts or not. I believe you said what I've been thinking for a while about diddy but couldn't put it simply into words: overcommitment. We can only feint so many times, DD so many times, CP a bigger stage so many times. To land the damage/kill we want in a timely manner, diddy requires a commitment to something. And of course, every char requires some form of it. However, when you commit with diddy, you've limited yourself to a select few options that either aren't worth the commitment or aren't optimal. This is because the majority of characters played in tourney have the tools to severely **** us over, bananas and peanuts or not.

This is just my opinion, not law. I still net wins with diddy, but it is colossal work. And I guess I should come to terms with the fact that diddy will just be that character in the game that isn't what I want him to be; low tier. I just hate that people think he's good enough to be viable, when we've got ivysaurs and Mario's and Zelda's who have safe options with minimal risk and maximum reward.

I'll give you guys the benefit of the doubt though. I'll loom over diddy some more, lab a bit more. Maybe diddy is just doomed to play chip damage and that's all there is to it. I was told that I was bad for playing that way once, that diddy is "melee-ized" now and runs all over people. But maybe diddy is still playing brawl while everyone else gets their 0-deaths and guaranteed stuff.
 

SpiderMad

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I've watched this situation for a lot of characters now. As much as I'd enjoy watching the side struggle with the character they think is still good: he's likely going to be rebuffed a bit, more or less validating Disqo's vexation.
 

DiSQO_BuNNY

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If they do buff diddy, a lot of my opponents would be super happy. Cuz for these next couple of weeks, I'm about to play super lame. Goin for timeouts and ****.
 

Nausicaa

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The post of your following mine (Disqo) was confusing as balls. lol
Mass-theory-craft there, and if you're gonna go that far side-ways, if you don't like the way Diddy works, why play as him?

Re-buffed a bit will likely happen, yeah. An over-haul, that would be crazy.

AbstractLogic knows what's up, and is apparently applying it well.
 

Nausicaa

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I find it interesting that when someone goes off on a rant about a move being amazing or not, theory-crafts in a seemingly defensive and spiteful massive post, as if it's of significance/relevance to the points that were being discuss, when it wasn't even mentioned to be either extreme by either party of a discussion to begin with, that to you somehow there was something to gain from the off-base rant at all.
You're an interesting character that mis-interprets and assumes/reads into things very... out-of-left-field, that's for sure. lol

Question: What does Diddy have to do to compete in Project: M at a top level of play?
Answer: He can't.
^You stand by that statement, or no, and if so, what's your insight on it?
Everything else you've theory-crafted/read into oddly, is purposeless, and hopefully NONE of it falls on ears because of how silly your post(s) have been. lol

I hope you get that much. :)
 

Soft Serve

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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.

The biggest way to change diddy without impacting him to much, while still helping his game, would be to change his up throw from a kill throw to a combo throw, and lower the trajectory on d-throw to the point where at actually makes more than just fast fallers hit the ground at above 40-50%.

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.
 

ThatGuyYouMightKnow

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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, in fact upB is still ******** to me and two naners still feels like overkill.

In other news, I'm realizing just how good downB is, and that it's something that isn't talked about enough. Imagine if he could pull it in a different way? Broke as ****.

The main way I usually pull bananas is off upthrow, especially at percents too high to follow up with an aerial or in certain situations, so it's guaranteed that you're safe in doing it and it serves a spacing purpose.

And even though I may not be one of the best Diddys right now, please, people; AGT RETHROW. Stop wavedashing to pick bananas up if you need to throw it asap, just rethrow it. It's faster. And you'll feel good once you learn to consistently rethrow upwards (the hardest way). It's just that great.

I was following people through the skies off rethrows effectively for a while, it opens up tons of options when you need to get in there and be aggressive without taking too long with a wavedash. Elevator is going up.
 

Soft Serve

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I stole the idea for up-throw change from somewhere earlier in this thread.

I agree that any changes should be made carefully. I personally find that most of the stocks i take are not from touch of death combos or ledge guards, but from combo'ing to high percents then chipping them to the point where i can kill with up-throw. It doesn't feel rewarding to suddenly have to change the pace of the match simply because you don't have the means to set up a kill after a long combo (outside of a tech read > smash). Especially when grabs themselves can be difficult to set up.
 

AbstractLogic

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I agree once again. One of the upsides of the aggressive scaling on Diddy's U-throw other than the GG on floaties is that it gives you some space to pluck nanners and mess with the opponent's landing. I actually like how you in particular (Guy) use the up throw to combo at low percents. It would be nice if you could get more off of it at mid ish percents though.

As far as other changes I'm on the fence

I used to think the side-B slap needed help for followups but If you do the jump to AGT (forward AD Down Throw) it actually catches people who DI correctly for the slap. His Down throw is nice if your oponent DI's wrong you get a free fair so I use it more or less as conditioning and try to do it at unexpected times.

Different banana arcs would be SICK btw. I already use them as a pseudo melee attack in the air lol
 

AbstractLogic

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I stole the idea for up-throw change from somewhere earlier in this thread.

I agree that any changes should be made carefully. I personally find that most of the stocks i take are not from touch of death combos or ledge guards, but from combo'ing to high percents then chipping them to the point where i can kill with up-throw. It doesn't feel rewarding to suddenly have to change the pace of the match simply because you don't have the means to set up a kill after a long combo (outside of a tech read > smash). Especially when grabs themselves can be difficult to set up.
I would recommend looking for more setups for Fair. You can sometimes pull a pseudo sheik combo with D-Tilt Fair and that works well. SHFFLing it is pretty effective. The barrels are a nice kill option out of Side-B on floaties believe it or not. If you are in the neutral, WD down smash can bop people sometimes. U smash OoS can kill floaties and then his U air is basically a mini Falcon up air so you can kill with it offstage.

Btw Oracle you should reveal that trick you alluded to. I'm curious to see if I've already known it or not.
 

DiSQO_BuNNY

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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.

The biggest way to change diddy without impacting him to much, while still helping his game, would be to change his up throw from a kill throw to a combo throw, and lower the trajectory on d-throw to the point where at actually makes more than just fast fallers hit the ground at above 40-50%.

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.
THANK YOU SO FREAKIN MUCH!
 

DiSQO_BuNNY

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Its not Oracles trick, this is old brawl mind**** status.

Z drop on shield to sideB

Also, I agree with the throws thing. A kill throw is fun, but I mean ****, I just wanna hit the guy.
Maybe Dthrow should be a tech chase throw? Similar to when people get hit by bananas? Skips em on the ground into hard knockdown. Now that would be good. You could just skip people off the ground all day with tech reads. And with bananas on the field you could limit options for the way they roll for a more reliable(but situational) kill setup
 

AbstractLogic

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Thank you Disqo! on a side note, I noticed you are really good at getting side-B's to connect in particular. I watch pretty much anyone who has videos hoping to learn things and I've found the most neat things with you and Guy.

Shoutouts to the brawl Diddy tricks still being awesome. I do not use enough Z drops in my play.
 

DiSQO_BuNNY

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Also, on a side related note. We need to start baiting shields while holding bananas and sideBing those shields. Banana after sideB can pressure them to shield again or hit them to stun them long enough for a hit/grab/sideB. Which is all good.

But the real gem in doing this is to make them scared and unsure what to do when your holding the naner. Cuz if they predict sideB, that means you can hit them with banana. If they predict banana, you might be able to sideB.

And even deeper: you can try to make them think that you're going to sideB once they're scared of it, run up, wave dash back/shield, let them react, then hit them with the banana. Major mind shenanigans.
 

Soft Serve

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I've been trying to incorporate z-drop shenanagans into my play too.
If I can get my pinnacle studio program to stop crashing, I'll try to record some sets against my practice buddy and get them on youtube. Hell, if I get it working and i can get a movable set up I'll start recording some PM friendlies at our weekly smashfests here in AZ. We mostly play melee at our weeklys so I don't get a lot of play time against people significantly better than me, it would be awesome if I could get some videos. It would also give me some insight into matchups, we have some good lucas's, wolfs and Pikas here.
 

AbstractLogic

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Also, on a side related note. We need to start baiting shields while holding bananas and sideBing those shields. Banana after sideB can pressure them to shield again or hit them to stun them long enough for a hit/grab/sideB. Which is all good.

But the real gem in doing this is to make them scared and unsure what to do when your holding the naner. Cuz if they predict sideB, that means you can hit them with banana. If they predict banana, you might be able to sideB.

And even deeper: you can try to make them think that you're going to sideB once they're scared of it, run up, wave dash back/shield, let them react, then hit them with the banana. Major mind shenanigans.

I was messing with a person i play commonly who mains peach and It seems Diddy hump > Jump to AGT forward really does solve the issue of not getting a followup from the slap if they DI away. I've actually had pretty good success doing the slap then immediately shooting a peanut and possibly regrabbing or a nanner throw. just some thought of things I've been having success with.
 

ThatGuyYouMightKnow

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I do like to share my enjoyment of nuts. I love nuts. Especially in my face. And in others' faces. Juggling them in my hands. Smacking other people with them.

It's the small things in life. Or in this case, big.
 

Nausicaa

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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
 

DiSQO_BuNNY

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DisqoBunny
I didn't read half of this. You're just a bit too optimistic about this character. Learn 100 resets? Have fun with that lol.

Nothing you'll ever say will have a shred of validity to it
 

ThatGuyYouMightKnow

Smash Champion
Joined
May 12, 2008
Messages
2,373
Location
Baltimore, MD
If you guys knew about pre-release PM Diddy, you'd go nuts, probably.

He had a Fox/Falco bair. Just not angled diagonally with the kick. (No idea who made it like that because it wasn't me.)
 

DiSQO_BuNNY

Smash Lord
Joined
Mar 11, 2011
Messages
1,133
Location
Altadena, CA
NNID
DisqoBunny
If diddy had a Fox/Falco bair, people wouldn't know what to do with themselves. The world would just snap like a kitkat bar

I still have like a fantasy buff for diddy: if he could cancel his upB so that the barrels shot off like they do when he gets hit, but completely at our will. Imagine that as an edge guard! Shoot the barrels off, they home in on the recovering party right at the ledge, kaboom, dair.
Eat ****, fire fox.
 

Nausicaa

Smash Lord
Joined
Mar 7, 2013
Messages
1,485
Location
Here
Up-B to release the barrels when getting hit by something like a Falco laser is always fun. Nikita-release style, but with a Random-Factor.
 

DiSQO_BuNNY

Smash Lord
Joined
Mar 11, 2011
Messages
1,133
Location
Altadena, CA
NNID
DisqoBunny
How many of you guys play "aggressive"?

Cuz that **** is just not worth it man.
I was playing some games with a lucas(it was WiFi so bear with me) and this kids going in. I'm getting smacked for like 50% on a regular interval. And I was like jumping in with nairs and trying to sideB and all these mixups and I'm just not hitting as hard with the tradeoff.

So I'm like okay I'll just try to make him work for his damage.
I camped the **** outta this kid guys. You have no idea. Peanuts and bananas, the occasional grab/sideB/nair for a mixup every now and then. Backwards dthrow glidetoss to get a trip if he jumped in.
The dude hated me. It was then that I reevaluated the importance of playing lame/gay or whatever.

Embrace it, Kongo jungle. We cannot spread Kongmunissm unless we force feed it down their throats.
 

Nausicaa

Smash Lord
Joined
Mar 7, 2013
Messages
1,485
Location
Here
I Diddy just hangs out in the places opponents don't want him to hang out, he gets work done. Just hang out, and stuff happens. It's sweet.

THATGUYYOUMIGHTKNOW!!! No man, he's useless. Any discussion regarding how to play him is futile, for he shall be destroyed and rebuilt!
Seriously though, he's fine, he's young, he's fresh.
 
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