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Zelda doesn't have cooldown on jab, nair, bair, dtilt, and fsmash. Her ko options are not calculated risks......don't know where you came up with that one.Just droppin' by at Kataefi's kind request:
Zelda finds herself at a distinct disadvantage on multiple fronts in this match-up: average ground speed, mediocre horizontal and vertical aerial movement, significant amount of cool-down on many of her attacks, and a linear and predictable recovery. Her only real strength in this match-up is her general KO superiority, but even those become calculated risks.
Since Diddy outclasses Zelda in so many ways, her primary posture in this match-up is mostly going to be defensive. None of her KO attacks are safe against Diddy's shield, especially with the plethora of options he gains once he puts one up. It's imperative for Zelda's exploitation of the cool-down on some of Diddy's moves to be measured and on point; she trades in the ability to string together attacks in a reliable follow-up for moderate damage output and knock-back, so she will find herself in a position where her own attacks are resetting both her and her opponent's stance back to neutral.
By contrast, Diddy Kong easily eclipses his own inability to reliable kill by being able to safely and swiftly rack up damage after exploiting one instance of vulnerability.
Other notes:
Against a character like Diddy, minor mistakes like this become costly over the course of a match, and this is the unfortunate and undeniable reality of the match-up, simply due to the lengthy nature of Zelda's cool-down on her moves. Excluding immeasurable variables like "mind games" and "being able to mix it up," there is absolutely no conceivable way this is in Zelda's favor, nor is it an even match-up. As with all match-ups though, there are small things you can do to make a disadvantaged face-off more tolerable, but Zelda will inevitably have to work much harder than Diddy Kong to net the win.
- Pressuring Diddy's shield with jab is, of course, quite reliable, and should be used to cover cool-down on your attacks against an approaching Diddy whenever possible.
- At maximum range, Zelda's F-air and B-air slightly out-ranges Diddy's F-air, although I would not hinge the match-up on this minor tidbit as a turning point in the match-up.
- Some of Diddy's attacks either move or extend his collision boxes; none of them are disjointed. With somewhat lenient timing, all of these can be countered by Naryu's Love.
- With great anticipation, Zelda can actually out-prioritize Monkey Flip with F-tilt or U-tilt.
- The lingering hit-box on Diddy Kong's Monkey Kick can pass through Din's Fire.
- Many characters Diddy goes up against have glide tosses that are comparable or even superior in length. However, all of them lack Diddy's versatility and general ability to micromanage items, so a glide toss becomes fairly obvious once these characters gain possession of a banana peel. Glide-tossing into a smash attack is everyone's played-out go-to strategy, so do your best to not telegraph your intents.
She doesn't have obscene lag on all of her attacks. Making such a ludicrous statement like that is amusing to me especially when you consider the fact that you're attempting to dissect another person's post.Yeah, sorry, I'm still with ADHD on this one. Zelda is actually one of my secondaries (and I have used her in tournament), and I've had a bit of practice with this match-up from both sides myself. The only thing you directly disagreed with was that she, according to you, actually has good aerial movement, but I was strictly only comparing it to Diddy's. Other than that, you've offered no evidence to support your claim that this is in Zelda's favor. How can she possibly have the advantage in the face of having obscene lag on all of her attacks, a bad recovery and no reliable zoning tools once Diddy rushes her down from mid-range?
Honestly, I don't even think it's that close.
Here you go again with the lag argument.In fact even mentioning Naryu's as being punshable by Diddy is pretty funny. Zelda players rarely use naryus at all.The problem with the way people currently discuss and analyze match-ups in these types of threads is that most people adopt exactly this sort of linear approach to the match-up. We're not evaluating each character's respective moves pound for pound, because that tends to be one of the least important aspects of a match-up.
It just so happens that Zelda vs. Diddy Kong is perfect in illustrating this: in this match-up, Zelda is matchless when you consider the sheer number of attacks she boasts with both excellent knock-back and extraordinary KO power. In fact, with the exception of her jab, N-air and D-tilt, all of her moves can net her kills. That's a total of 11 different options she can fall back on, which is an extensive amount of variety.
If we were to look at match-ups strictly on a move-by-move basis, Zelda would have the majority of the cast beat out.
However, these are not points that match-up advantages exclusively pivot on. We have to look at the entire package - amount of start-up and cool-down frames, priority, ground and air speed, stock longevity, move set versatility, etc. - in order to accurately assess something as subjective as a match-up favor.
At the end of the day, I believe this specific match-up turns on how well Diddy can maximize damage once he creates an opening from punishing the cool-down on any of Zelda's various attacks (this includes drawing out the lag on obvious counterattack measures like Naryu's Love, whiffed smashes, etc.). She only has one viable pressure option over long distances (Din's Fire) and a handful of pressure options in close quarters in the form of her smashes and D-tilt; at mid-range, a distance right outside of her melee attacks, but not far enough for her to safely pressure with Din's Fire, she has absolutely no answer. At this range, it's just a matter of Diddy forcing Zelda into a predictable defensive posture and baiting an opening.
On a related note: a quick search on YouTube yields a couple of matches of a Diddy Kong I have never heard of before convincingly beating DarkMusician both times.
Haven't done her aerials yet (except for dair, most of nair, and the startups for the rest), so I'm not sure on the exact frames.I'm curious..........what cooldown do you have to deal with with her bair?
Dair autocancels on the last 5 frames of cooldown lag (frames 40-44), so I don't think that counts, lol. Otherwise it has 21 frames of landing lag. I only know this because I just did the testing for the Sexy Poses! thread.Edit: Lol not that it matters but i'm pretty sure dair auto cancels as well.
Clearly, no one is carefully reading the things I'm saying. She has, according to my count, 11 possible KO attacks, many of which actually do have significant number of cool-down frames to punish.Zelda doesn't have cooldown on jab, nair, bair, dtilt, and fsmash. Her ko options are not calculated risks......don't know where you came up with that one.
If you had followed this dialogue more carefully, "bro," you would have realized that I only mentioned those videos in response to Kataefi, who openly queried whether or not there were actual videos of this match-up. And since you're nitpicking, DarkMusician also has videos of him tearing up (I believe) the same Diddy months ago (around last autumn) in tournament. The videos I found a day ago are from January and this summer respectively, and that same Diddy player more or less demonstrates a persuasive amount of control and knowledge of the match-up in both cases.On a related note: a quick search on YouTube yields a couple of matches of a Link player beating DSF and M2K in money matches. Come on bro, a player of your standing should know better than this. You can't assume that DM has matchup experience with Diddy.
Well Lethein already stated how Zelda moves are better than Diddy Kong. Yeah his nana's are are annoying however, that goes for every match up. I could see if you were playing bowser. And nana's will totally like screw you because of your large size. With that said what the Zelda player should be trying to do is reduce the effective ness of his bannas. Either by taking control of them or separate him from his nanas. You can bait your opponent with out nanas. I'm almost certain if diddy is above you and you jump he will air dodge to avoid the up air. Guess what you baited the airdodge now punish that ish. If he tries to beat it out with an attack store that in your mind next time you have the up air. I normally use dash attack to pick up nanas on the ground.Dude you must explain!
Also... it doesn't look even imo because Zelda's the one playing reactive in this... she needs to react to everything Diddy does with his bananas thus giving him good baiting options. The same can't be said vice versa. She can even it out depending on if she can keep herself lagless and difficult to bait... but in general her passive nature is what gives a good Diddy the opportunity to be all over her.
Diddy pulls a banana out - what is Zelda really going to do? She's either going to avoid it, or going to reflect it, those are her only options. Now if she can acquire some bananas on her own accord then she can start to bait also... but Diddy primarily pulls them out for himself and himself only, he's not going to easily give them up.
My $0.02
Unless you're both racing for the banana at once, it's usually better to just pick them up out of a run. Dash attack is easily punished if he shields or waits for the cooldown.I normally use dash attack to pick up nanas on the ground.
I'll have to keep that in mind. What you mean out of a run?Unless you're both racing for the banana at once, it's usually better to just pick them up out of a run. Dash attack is easily punished if he shields or waits for the cooldown.
If you skid to a stop (either by just stopping or hitting down on the control stick) and hit A to pick up a banana at the same time, the pickup animation will replace the "skidding" animation. You'll pick up the banana -- or whatever item it is -- without dash attacking.What you mean out of a run?
HmmM I never knew that will you do a move or just pick up the nana ?If you skid to a stop (either by just stopping or hitting down on the control stick) and hit A to pick up a banana at the same time, the pickup animation will replace the "skidding" animation. You'll pick up the banana -- or whatever item it is -- without dash attacking.
The timing isn't too strict, but if you hit A too early, you'll dash attack anyway. Hit A too late, and you'll skid.
Training mode whip out those nanas.You just stop and pick it up instantly.
Man, I wish I could see Zelda dribble bananas. That'd be pretty sweet, not that it's likely she'll ever have control over both. x.x (Plus I don't think she can dribble anyway.)
*facepalm* Really? Maybe you should consider the fact that dtilt ............I dunno........maybe......leads into actual guaranteed setups for half of her KO moves? We have a whole thread that has info for her frame advantages with dtilt............even without a trip. Now if you do trip with dtilt, you're getting hit with dsmash. At higher percents dtilt pops you into the air right above Zeldas head.......tell me do you want to be above Zelda's head?Clearly, no one is carefully reading the things I'm saying. She has, according to my count, 11 possible KO attacks, many of which actually do have significant number of cool-down frames to punish.
Really, the problem with almost all of her KO moves is that they are often telegraphed by things like stage positioning and increased aggression corresponding with the percentages of Zelda's opponents. Conversely, Diddy Kong at least has a couple of guaranteed setups into his limited repertoire of weak KO attacks, and they generally work almost all the time.
Awwww somebody didn't like being called bro. I don't really care to be honest with you.......but I would love to see those videos.If you had followed this dialogue more carefully, "bro," you would have realized that I only mentioned those videos in response to Kataefi, who openly queried whether or not there were actual videos of this match-up. And since you're nitpicking, DarkMusician also has videos of him tearing up (I believe) the same Diddy months ago (around last autumn) in tournament. The videos I found a day ago are from January and this summer respectively, and that same Diddy player more or less demonstrates a persuasive amount of control and knowledge of the match-up in both cases.
I can't safely assume how their sets have been going in-between the period of January and June/July 2009, but I can say with almost 100% certainty that DarkMusician's defeats against this mysterious Diddy Kong player in tournament have nothing to do with a lack of match-up experience.
Perhaps you should consider doing a little research of your own before you make sweeping assumptions like that on the behalf of someone else.
Yeah, I usually say this to myself.The ratio is meaningless if you are unable to win by yourself.
So what matters is the player.
Edit: Coorection // What matters the MOST is the player.
That's true..... in some cases.The ratio is meaningless if you are unable to win by yourself.
So what matters is the player.
Edit: Coorection // What matters the MOST is the player.
Well, I use Marth as a secondary, if that's any good @.@That's true..... in some cases.
Ratios are more or less a measure of how much you may or may not have to outplay your opponent in order to win that particular matchup.
Yes, the player matters, but the likelihood of winning, say, a 20:80 matchup in tournament at moderate-high levels of play is slim. Especially in a 3- or 5-match set. The fact that Zelda has so many of these hard matchups means that as a player, you really need to excel beyond many of your opponents to be able to win.
It's not impossible. But it's **** hard, and to pretend that a little skill will save you is fairly shortsighted.
@Kaffei: If it really bothers you, the best thing to do is to pick up a secondary that covers Zelda's worst matchups. Otherwise, just focus on learning as many matchups as you can and being able to outthink your opponents (rather than simply playing vs. their character), because that's the only way to succeed with Zelda for the most part.
KeywordThat's true..... in some cases.
Ratios are more or less a measure of how much you may or may not have to outplay your opponent in order to win that particular matchup.
Yes, the player matters, but the likelihood of winning, say, a 20:80 matchup in tournament at moderate-high levels of play is slim. Especially in a 3- or 5-match set. The fact that Zelda has so many of these hard matchups means that as a player, you really need to excel beyond many of your opponents to be able to win.
It's not impossible. But it's **** hard, and to pretend that a little skill will save you is fairly shortsighted.
@Kaffei: If it really bothers you, the best thing to do is to pick up a secondary that covers Zelda's worst matchups. Otherwise, just focus on learning as many matchups as you can and being able to outthink your opponents (rather than simply playing vs. their character), because that's the only way to succeed with Zelda for the most part.
Ummm..To be honest, I'm not quite sure where you were going with your last post.
My point was that saying ratios are useless is wrong.
Who said that? Because I wasn't ^_^The ratio is meaningless if you are unable to win by yourself.
Lol, when you main a character like mine, these ratios look golden.All these negative match ups are making me want to quit playing Zelda, lol.
Man up *****All these negative match ups are making me want to quit playing Zelda, lol.
we do far better on PS1 than PS2 in my experience.Let's try not to derail the topic at hand - what are some good stages that hinder banana control?
I think one of the pokemon stadiums could do very well here perhaps...