AvaricePanda
Smash Lord
I don't feel that Lylat or Frigate or good CPs either for this match, as both won't really affect either Diddy or Fox to the point of a huge advantage or disadvantage.
I don't understand the whole "Diddy controlling the stage thing". What you should be specifically be concerned with is Diddy's midrange game; Diddy can camp outside your range yet pressure and punish your retreating lasers. Diddy's Fair, banana throws, peanuts, ftilt, grabs, and monkey-flip kicks are all huge assets to midrange game.
To take Fenrir's super TL;DR from the other page:
Ground game: Advantage Diddy
Control Game: Advantage Diddy. Midrange game says hi.
Air game: Evenish? Fair outranges Fox's aerials, and Fox's only real option when you're high above him is Rising Fair, which is not only predictable but easily DIable as well. However, Nair, shine stalling, and Fox's fast fall speed make it hard to actually combat him in the air or juggle him. I don't really consider short hops as air game, and neither character really takes to the skies much in this MU, so yeah.
Approach Game: Definitely Diddy. Fox doesn't really have that safe of approaches (OoS Glide Toss kills Fair and Bair, just as Fair and Ftilt do. Bair->Utilt only works at low percentages and if it hits a sheild, OoS GT says hi). Diddy can approach more safely. If a banana hits a sheild, Fox can OoS Nair, but Diddy can bait this and follow up with an L-cancelled monkey kick or another banana throw if you z-catch the sheild bounce, plus other situations I don't feel like listing x.x
Killing: Slight Advantage Fox? Diddy has a tough time killing anyway, and at killing percents midrange game isn't as safe because one mistake=upsmash in the face. At the same time, it only takes one mistake for the
Edgeguarding vs. Recovery: Advantage Fox. It's much harder to edgehog/edgeguard Fox, and while I've never had a problem recovering against a Fox, it's certainly tougher for Diddy (without a banana in hand, Nair can shut down our ledge-recovery options).
Camping: Definitely Advantage Diddy. Fox can get in lasers, but he can't actually CAMP like Falco/Snake can. The knockback from lasers and the grenades actually make approaching more difficult, whereas with Fox's camping, you can approach, but you just get dealt damage. However, Diddy's midrange game I guess could be considered camping...
Eh, depending on what your definition of camping is, it depends. Diddy can't actually camp long-range against Fox, otherwise...lasers..., but it's easy to approach against Fox's camping.
Comboing/Continuation of attacks: Evenish. Fox can probably chain more stuff at once, but Diddy has more chances to start "combos".
I still think there's a definite advantage to Diddy to the point where the matchup isn't "evenish", but I don't feel that the advantage is large.
I don't understand the whole "Diddy controlling the stage thing". What you should be specifically be concerned with is Diddy's midrange game; Diddy can camp outside your range yet pressure and punish your retreating lasers. Diddy's Fair, banana throws, peanuts, ftilt, grabs, and monkey-flip kicks are all huge assets to midrange game.
To take Fenrir's super TL;DR from the other page:
Ground game: Advantage Diddy
Control Game: Advantage Diddy. Midrange game says hi.
Air game: Evenish? Fair outranges Fox's aerials, and Fox's only real option when you're high above him is Rising Fair, which is not only predictable but easily DIable as well. However, Nair, shine stalling, and Fox's fast fall speed make it hard to actually combat him in the air or juggle him. I don't really consider short hops as air game, and neither character really takes to the skies much in this MU, so yeah.
Approach Game: Definitely Diddy. Fox doesn't really have that safe of approaches (OoS Glide Toss kills Fair and Bair, just as Fair and Ftilt do. Bair->Utilt only works at low percentages and if it hits a sheild, OoS GT says hi). Diddy can approach more safely. If a banana hits a sheild, Fox can OoS Nair, but Diddy can bait this and follow up with an L-cancelled monkey kick or another banana throw if you z-catch the sheild bounce, plus other situations I don't feel like listing x.x
Killing: Slight Advantage Fox? Diddy has a tough time killing anyway, and at killing percents midrange game isn't as safe because one mistake=upsmash in the face. At the same time, it only takes one mistake for the
Edgeguarding vs. Recovery: Advantage Fox. It's much harder to edgehog/edgeguard Fox, and while I've never had a problem recovering against a Fox, it's certainly tougher for Diddy (without a banana in hand, Nair can shut down our ledge-recovery options).
Camping: Definitely Advantage Diddy. Fox can get in lasers, but he can't actually CAMP like Falco/Snake can. The knockback from lasers and the grenades actually make approaching more difficult, whereas with Fox's camping, you can approach, but you just get dealt damage. However, Diddy's midrange game I guess could be considered camping...
Eh, depending on what your definition of camping is, it depends. Diddy can't actually camp long-range against Fox, otherwise...lasers..., but it's easy to approach against Fox's camping.
Comboing/Continuation of attacks: Evenish. Fox can probably chain more stuff at once, but Diddy has more chances to start "combos".
I still think there's a definite advantage to Diddy to the point where the matchup isn't "evenish", but I don't feel that the advantage is large.