Sage JoWii
Smash Champion
Overview:
ZOMG, is that monkey with no pants? YES! It's Diddy Kong!! Get ready for a battle between the ground vs air, naners vs too many jumps and Bair, 4 hands vs nubs galore! Those naners are going to be all over the ground with Diddy waiting to rush in with incredible speed to beat the puff out of you; stay floaty, stay frosty.
Kirby’s Pros and Cons:
+ Great aerial game
+ Good gimp options
+ Adaptability (able to adapt to naner ctrl)
+ Solid kill options
- Inferior ground game
- Slow in comparison
- Lack of projectile
Diddy Kong's Pros and Cons:
+ Projectiles
+ Superior ground game
+ Combo-bility
- Inferior air game
- Predictable/ bad recovery
- Handicapped if naner ctrl is lost
Watch out for:
Naners – Scariest part of this match-up is when you land and eat a naner to the face. Once you've been hit, you're going to be attacked, naner'd again, maybe naner'd again, grabbed, and ended with a Dsmash or other hard hitting move. The worse part is that is not the only chain, it's interchangeable, ever-changing, and unpredictable AT FIRST. Learn to read Diddy and DI/ tech appropriately to avoid eating damage. Avoid the naners, airdodge them and you'll most likely catch them. An essential part of this matchup is gaining ctrl of the naners even if it's just one. Diddy has a gazillion ways of regaining the naners so don't make it easier by blantantly throwing it @ him; we're not fast at following up and he'll powershield that shiz. Once a naner is gain, be creative with it, but don't lose ctrl of it.
DAir Spike – Don't be predictable in your recovery or you may eat a spike. It doesn't take much thought to keep it in mind so don't be lazy; avoid it.
DThrow and/or DSmash – Dthrow allows Diddy to follow up or run back to grab a banana; it's like a free window for Diddy to prepare. If Dsmash is the follow up from Dthrow, it's probably because you're near killing percent so make sure to DI. Dsmash in general is a fast kill move.
How to win:
Aircamp –
ZOMG, is that monkey with no pants? YES! It's Diddy Kong!! Get ready for a battle between the ground vs air, naners vs too many jumps and Bair, 4 hands vs nubs galore! Those naners are going to be all over the ground with Diddy waiting to rush in with incredible speed to beat the puff out of you; stay floaty, stay frosty.
Kirby’s Pros and Cons:
+ Great aerial game
+ Good gimp options
+ Adaptability (able to adapt to naner ctrl)
+ Solid kill options
- Inferior ground game
- Slow in comparison
- Lack of projectile
Diddy Kong's Pros and Cons:
+ Projectiles
+ Superior ground game
+ Combo-bility
- Inferior air game
- Predictable/ bad recovery
- Handicapped if naner ctrl is lost
Watch out for:
Naners – Scariest part of this match-up is when you land and eat a naner to the face. Once you've been hit, you're going to be attacked, naner'd again, maybe naner'd again, grabbed, and ended with a Dsmash or other hard hitting move. The worse part is that is not the only chain, it's interchangeable, ever-changing, and unpredictable AT FIRST. Learn to read Diddy and DI/ tech appropriately to avoid eating damage. Avoid the naners, airdodge them and you'll most likely catch them. An essential part of this matchup is gaining ctrl of the naners even if it's just one. Diddy has a gazillion ways of regaining the naners so don't make it easier by blantantly throwing it @ him; we're not fast at following up and he'll powershield that shiz. Once a naner is gain, be creative with it, but don't lose ctrl of it.
DAir Spike – Don't be predictable in your recovery or you may eat a spike. It doesn't take much thought to keep it in mind so don't be lazy; avoid it.
DThrow and/or DSmash – Dthrow allows Diddy to follow up or run back to grab a banana; it's like a free window for Diddy to prepare. If Dsmash is the follow up from Dthrow, it's probably because you're near killing percent so make sure to DI. Dsmash in general is a fast kill move.
How to win:
Aircamp –
Kirby should definitely aircamp, and force Diddy to throw his banana. Constant rising and falling, plus landing to regain your jumps should pressure the diddy into throwing his banana at you (and missing), where you can then follow up by dropping down with a bair/catching the banana as you land. Diddy has very nice aerials, but to hit you with them he's going to have to jump, and an aerial Diddy is better than a grounded Kirby, and that's when you frametrap his landings/read his banana drops and punish accordingly! If he spams peanuts while you're aircamping, then just drop down between the peanuts, recover your jumps and get back in the air. The peanuts have tons of space between them, enough for you to slip past them at will. {/QUOTE]
DAir Gimp– DOOOOO ITTTT!!!!!111!!!! Diddy has a massively predictable recovery so Dair spike it and be ahead of his *** by a stock, maybe two!
Powershield – If you don't know how, learn; if you know how, use. Powershielding naners means Diddy can't follow up. If you're on the ground, shielding your way to Diddy make sure you're powershielding and once you get to him grab him and get him in the air!
Tilts – Uptilt juggle is a great way to rack of damage and keep Diddy from using his naners. Ftilt after a powershield can stop Diddy's approach/ follow-up; it's a great way to keep him @ bay while you're on the ground in between jumps.
Grab – Rack damage and refresh moves while keeping Diddy from moving. If you can grab Diddy then pummel> anyThrow to get him in the air and begin the juggling!
Spit out or Swallow?
Swallow; If Kirby gets ctrl of a banana AND has the peanut gun? Bring it ON!!!!! Like Diddy Kong. It's a good projectile overall and really helps you if you do land on the ground near Diddy. At the same time, spit can be useful for 'inhale off stage>spit>UAir or >Dair.
What NOT to do:
Be Predictable – If you stay in the air the WHOLE time, you'll start getting read and eat a few peanuts to the face. After you run out of jumps you're going to land, and when you do Diddy is gonna attack you. If you recover the same way, you may be Dair spiked. Mix it up, alternate the amount of jumps you use, alternate your recovery and keep things different.
Allow Diddy to follow up – If you get hit by a naner, Diddy is going to follow up. Minimalize how much follow-up and how much damage you take by teching and DI-ing to get away. Powershield and tilt the naner>approach.
Misuse the naner. – What do you do when you get a naner? You throw it @ Diddy right? WRONG. That's is NOT THE ANSWER. So throw it off stage right? Maybe, but then he gets it right back. The best options is throw it down and get in front of it that way Diddy has to approach to get it (which is something he doesn't wanna do if possible). Or just hold onto it and use it when you can be absolutely positive Diddy isn't going to regrab the naner.
Let Diddy back on Stage – You have gimp options, he has a predictable recovery. It seems like it goes hand in hand?
Video of MU played: Chudat vs. ADHD
Stages (in order of priority):
Firgate-about it. – It's a no-brainer that this stage can help Kirby. The stage going upside-down is fun for someone with as many jumps as Kirby. If you feel like chasing Diddy out to oblivion? Chances are you'll have that side platform there to catch you. Platforms are always present as well~
Lylat – The stage tilt can mess up Diddy's recovery. The platforms help Kirby avoid the naners.
Rainbow Cruise – Whatcha gonna do when there's no room for Diddy's naners and the stage is forever moving up and around? Enjoy the scenery while Diddy struggles to keep up without getting gimped.
Japes – While this is normally a good Kirby stage, you gotta believe that it's just as good, if not better, for Diddy. It's not bad, but you don't wanna go here if you can help it
Neutrals: Ranked and Explained
Key: Good, Bad.
Smashville – Yay for terrain! Halt his naners, aircamp and gimp = victory.
Battlefield – The Kwekky Option: Choose it. (Platforms are helpful @ this stage)
FD – It's wide, open space with no platforms; that means naners are going to be all over and when you're pausing your aircamp you can't land on a platform.
Smashville – Same as FD except you have the moving platform but when you wanna gimp Diddy, that may be a helping hand in allowing him to recover.
Synopsis:
It's a fairly simple match-up on Kirby's part. Stay aerial but don't be predictable about it. Get the peanut gun and control of a naner and you too can be a Diddy! Don't panic if you get caught in Diddy's combos but don't get caught if you can help it. Diddy will try and keep this match-up fast to keep Kirby offbalanced and it's up to Kirby to keep it @ a slower pace. Striking stages correctly will play a big factor so keep stages in mind! Stay floaty, stay frosty.