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It ideal to move around. Walk forward or back, or dodge roll away now and then. You don't ever want to stay static because that makes you easier to predict. But seriously you do want to jab in place a lot. If Diddy shoots peanuts? Your jab beats them out. Did he throw the banana? Your jab beats it out. Is Diddy dashing in for a grab? Your jab beats it out. Is Diddy trying to Monkey Flip in? You jab beats it out most of them time.Other than using Jabs to beat most of his moves, what else do you do to deal with Diddy's approaches? I'm sure you don't sit there and Jab all day. Are you saying that you should play Little Mac in a defensive playstyle against Diddy, throwing out attacks when able and keeping him out? What if Diddy short hop fairs you at close distance? How do you condition for the fast fall air dodge?
What if the Diddy manages to get ahead of you and is camping you out with banana's and/or peanuts? Anything you would recommend for this? Also, still looking for suggestions on what stage to counterpick against him. From what I can tell, the simplest choice that's pretty safe is FD/an Omega. Would yall agree?It ideal to move around. Walk forward or back, or dodge roll away now and then. You don't ever want to stay static because that makes you easier to predict. But seriously you do want to jab in place a lot. If Diddy shoots peanuts? Your jab beats them out. Did he throw the banana? Your jab beats it out. Is Diddy dashing in for a grab? Your jab beats it out. Is Diddy trying to Monkey Flip in? You jab beats it out most of them time.
So ideally you want Diddy to approach you and to only chase after him when you're trying to punish a landing or a roll.
It's also important to remember that side smash can go through the banana when thrown at you OR when it's on the ground. You don't trip during super armor. Diddy tends to dash in after his banana because it's safe to do in most matchups. But that's a free side smash for Little Mac.
If he gets ahead of you then it's definitely much more difficult. At close range Diddy has a solid poke with his own forward tilt that keeps him reasonably safe from dash approaches. I've got the most mileage out of shielding or jumping my way past the projectiles and poking Diddy's shield with down tilt. I'll generally go straight in side smash after that. I catch Diddy dropping his shield a lot. Alternatively if you know Diddy's going to shield you can always grab. I'll only throw him if it'll take him offstage, otherwise I'll down-tilt after grab release and go for another smash. Works pretty well for me, but every player has different reactions so you'll have to figure out how they react to close range pressure.What if the Diddy manages to get ahead of you and is camping you out with banana's and/or peanuts? Anything you would recommend for this? Also, still looking for suggestions on what stage to counterpick against him. From what I can tell, the simplest choice that's pretty safe is FD/an Omega. Would yall agree?
Oh goodness Town and City is literally Diddy's best stage. It allows him to juggle a lot easier for one and goodness forbid he grabs you on top of one of those platforms because he can hoo-hah you for the KO around 50%. I will always ban Town and City against a good Diddy.FD is a solid call, but I would also contend Lylat as a plausible stage. While Mac can't smash through the platforms, I feel they're low enough that opponents will not want to stay on them. They're also for Mac to get off of. His recovery game is terrible on this stage, but Diddy also can get clipped by Battlefield Jr.
A third stage, if bans have happened, would probably be Town and City. Platforms are too high for Diddy to easily combo you, imo.
I completely agree with most of what you're saying. It is definitely a match up where the more patient player wins and Diddy has more safe pressure options than Little Mac has. But it is a matchup that Diddy has to play more carefully in neutral than normal because jab beats out his normal go to options. Little Mac should never be hit by a banana in neutral. All Little Mac has to do is hold down the A button and he will spam the first hit of his jab combo. That beats out banana 100% of the time.A lot of Diddy's ground options beat out Little Mac's jab. Ftilt, Dtilt, Jab, and Fsmash (maybe Dsmash don't remember) all just go through Little Mac's jab (although some of those options require good spacing). I highly recommend only throwing out Jab when punishing something or getting a read on a dash grab/banana toss (if you can time jab that consistently, because if you time it poorly, the banana will go through your jab).
Grab Diddy Kong's banana and be unpredictable with your throw. Learn the jump cancel toss for fighting any character with a projectile you can grab. Little Mac's distance from the toss is really good, and you can get a lot of mix-ups from it. Be wary that you lose a LOT of options when you have that banana in your hand though, so you need to be constantly mobile. Against Diddy Kong, a great time to throw it would be when he tries to run in for a grab or go for an aerial when you have the banana in your hand.
Ftilt is very unsafe against Diddy from what I've seen. Ftilt on shield = free jump cancelled banana toss for Diddy (and there is no reason for Diddy to not have a banana in his hand against Little Mac on any stage with a platform). You don't want to get hit by a banana against Diddy. Dthrow -> Fair = awful position for Little Mac, and he can also banana -> fsmash you, too.
Dtilt is a good option against Diddy if you don't commit to the follow up without it connecting. If you go in for a dash attack/fsmash/ftilt/usmash without the dtilt actually connecting, then you will either get hit by a Banana or grabbed. Grab may work though depending on what the Diddy does. Don't go for anything stupid just because you play against Diddy's that drop their shield against a Little Mac. Getting grabbed is way better than getting hit by anything else Little Mac has in my opinion.
Diddy doesn't need to play center stage against Little Mac if there is any platform. Diddy has the options to punish things that are considered safe for Little Mac against most characters thanks to his trusted Banana, his ground speed, his good grab range, and his very strong OoS SH Fair range. Little Mac can play this matchup successfully by punishing both landings and moves Diddy throws out, but I don't see Little Mac getting too much more out of the match than that.
Recovering against Diddy could potentially be very tough for Little Mac because zdrop/tossed banana -> fair/bair can prooobably shut down your recovery options. I'm not 100% certain of this as I need to incorporate gimping into my play more, but I'm afraid this may work against you guys.
In the end, the matchup isn't unwinnable, but all it takes is for Diddy to wait for you to poorly space or over commit to something, grab you, down throw -> guaranteed follow up you, and then either bait a counter or wait for you to land and grab you again.
These are all just my opinions on the matchup from the Diddy side. Sorry if any of this is incorrect or poorly worded.
I would rely on my timing and ability to read the opponent to beat out attacks with super armor. That's why I play Little Mac. If I wanted a low-risk, less read dependent character I would play someone else. I think you really downplay how amazing our jab is in this matchup. We limit Diddy's options that he can consistently use in many other match ups. Diddy has to adapt and use his other tools. Once Diddy is using tilts and aerials instead of his normal approaches these can be beat out with super armor.Diddy presents a problem for Mac. Diddy's achilles heel is how vulnerable he is with UpB and SideB while recovering, and Mac has no offstage aerial game besides footstool, which is unreliable for both. Without a means of gimping him, you have to challenge Diddy where he shines the most, and that's neutral game. Diddy players won't use his laggier moves, so there's nothing for you to focus on punishing besides him spawning a banana and monkey flipping. Mac also can't deal with strong grab game and command grabs, of which Diddy has access to both. Diddy's punish game is very effective, so you don't want to use jolt jaymaker as an approach. Our super armor smashes are great, but will you really rely on your sense of timing for that?
I think Diddy has the exact tools for dealing with Mac. A fight with that monkey is a steeper uphill battle than with just about any other character I can think of. And no Mac main will be caught without a secondary. Switch.
Edit: I'm glad you all brought up using Jab to cut Diddy's options. The truth is, it'll only stop a dash grab, a banana, and non fully charged peanuts. That's pretty substantial, but Diddy players will be more than happy to resort to their short hop Fair and Bair which cuts clean through it. As for whether jab stops monkey flip, it's tough to say. It will stop a short range, grounded flip, but mid range from the ground will result in either the command grab getting through, or a 2% trade, since the moves connect on the same frame, and command grabs don't have grab armor. Aerial monkey flip kick can get past Mac's jab if Diddy lands on him.
Customs may change up the matchup in Mac's favor, but I'm not optimistic. Tornado uppercut could potentially gimp Diddy's UpB, and flaming lunge recovery is difficult to challenge, but you're still at a loss with options once Diddy realizes he just needs to stay airborne.
All in all, I call this a 7:3 in Diddy's favor. The advantage is clear as day to see, and the only way to win here is to be the absolute better player.
I tested what does and doesn't beat Diddy's jab with a Little Mac main (Son-in-Law). Jab (rapid or first-hit) does not consistently beat banana. Son-in-Law can confirm this. There were also a few times (couldn't do it consistently) where banana would clash with jab and I could dash in and grab before Little Mac could react because he was in lag from the clash. If banana goes through your jab, I can dash grab you on reaction, and if it doesn't, that's that. It's something you don't gain anything from and I don't lose anything from.
You're right. I went back and tested it more closely and found that banana can get through if you dash throw it at about max throw distance. If you position it just right the banana will go just under Little Mac's jab. But this isn't very realistic as if you're off by the slightest then the banana goes too short or gets beaten out by Little Mac's jab. I don't know how'd punish anything when LM hits the banana as LM instantly transitions into the 2nd hit of jab combo. I don't doubt what you're saying I just haven't been able to replicate it myself.I tested what does and doesn't beat Diddy's jab with a Little Mac main (Son-in-Law). Jab (rapid or first-hit) does not consistently beat banana. Son-in-Law can confirm this. There were also a few times (couldn't do it consistently) where banana would clash with jab and I could dash in and grab before Little Mac could react because he was in lag from the clash. If banana goes through your jab, I can dash grab you on reaction, and if it doesn't, that's that. It's something you don't gain anything from and I don't lose anything from.
In my experience Diddy players have the usual go to set up of tossing banana at the opponent and then going for a grab regardless of if the opponent trips or blocks. I've mostly been stressing LM's jab for being useful against that situation.Diddy's fsmash, dtilt, jab, ftilt, fair, bair, uair, peanuts, and banana can all beat Little Mac's jab depending on timing and spacing. Most of these aren't consistent. The only ones that were consistent were well spaced ftilt, fsmash, fair, uair, and bair. This basically means that Diddy can easily beat your jab with jump cancel banana toss -> any of these options with decent spacing since banana and jab clash most of the time (meaning that jump cancelled toss -> fsmash is pretty much a free hit). This puts you in an awful position.
I don't underestimate Mac's jab in the slightest. I know what it does/doesn't beat when it comes to Diddy Kong. I know that if you're going to spam A when I dash in, I can stop before I get to you and get a free fair. I know that if I have a banana in my hand, I can throw it at you and fair safely if you're jabbing.
I definitely agree that Little Mac has to try harder than Diddy does in this matchup. If Diddy spaces something incorrectly he can still be in a neutral position due to his forgiving frame data. If LM spaces incorrectly then that should without a doubt be a big punish for Diddy.Jab beats dash grab and clashes with banana, but that's pretty much it. Most jabs beat dash grab, and anyone that dash grabs either is attempting to read you or is just bad. Jab doesn't scare Diddy as much as you think it does, because he still has options to push you towards the edge of the stage or off-stage depending on how much percent you have, all of which is good for Diddy.
Diddy's gameplan doesn't change when he's fighting Little Mac unless he has a KO punch (in which case he'd run away and sit on platforms until he can get a hit with banana) because of the fact that your jab doesn't consistently beat banana (or any of my options that aren't dash grab, something I wouldn't be throwing out against a Little Mac unless I was hard reading anyways).
I agee that superarmor can screw with Diddy, but if you throw out a smash against Diddy and it doesn't connect, that's a hard punish by Diddy via banana -> throw -> aerial or banana -> f/d smash.
This matchup is not as good as you're making it out to be. Possibly 55:45, but probably 60:40. I wouldn't put it as 65:35 or 50:50.
You jump or roll behind him. Actually Kirby's inhale has terrible range so you could probably just Ftilt.So pretty recently I was practicing Captain Falcon on For Glory and came across a pretty good Kirby player, she beat me twice as Falcon so naturally I switched to my main, Little Mac . The first few matches I 2 stocked her but then she started camping the edge and spamming inhale, every time I tried to approach I would get swallowed and I could escape off stage but never quite recover. So I was wondering if anyone else is having this problem or if they could give me some options on how to stop players from doing this. Thanks in advance!
Its a simple case of bait and punish.So pretty recently I was practicing Captain Falcon on For Glory and came across a pretty good Kirby player, she beat me twice as Falcon so naturally I switched to my main, Little Mac . The first few matches I 2 stocked her but then she started camping the edge and spamming inhale, every time I tried to approach I would get swallowed and I could escape off stage but never quite recover. So I was wondering if anyone else is having this problem or if they could give me some options on how to stop players from doing this. Thanks in advance!
It's really hard. Sonic likely wrecks Little Mac due to superior speed and a great grab game. It's the kind of matchup where you have to spotdodge a fair amount between your standard pokes in order to take advantage of his grab attempts. If you get a decent lead, you have to force him to come to you; anything less than that is taking huge risks for little payoff.So how do you guys deal with campy Sonic players as Mac, especially if they like hanging near the ledge? (Sorry if this is a dumb question, I'm just trying to improve my Mac)
I deal with this matchup by switching characters. I personally find this a 10-0 matchup. Like I think the Ness player has to be completely unaware of the matchup in order to lose.Ness Discussion
While not as many people play This Kid as they play Diddy Kong, Ness is still a relatively common foe in tournament play. He may not be the largest threat Little Mac has, but from his juggles to his gimp potential he can still be a terror if you don't know how to deal with him.
How do you typically deal with this matchup?
Once a Ness has you in the air or a Dthrow>Fair combo, what do you do?
What stages do you like to counterpick Ness to and why?
What problems do you find yourself facing in this matchup?
I've noticed that LM can sometimes counter through PK Fire, and that he can also Rising uppercut out of it.
Also, I apologize for the delay on starting this Matchup discussion and compiling the information on the Diddy Discussion. I'll have the information up as soon as possible.
not to mention Ness has a huge doublejump + his recovery covers a good distance, so Ness is not afraid to go deep for the gimp.3) PK Thunder is the main concern thanks to that tail hitbox. Gimps are a Mac main's greatest fear.
After Ness, should we focus on Mewtwo, so as to learn his metagame early and know what we're dealing with?Due to the upcoming balance changes, I'm going to close the ness matchup discussion for now. We will continue on specific character matchup discussions after we assess balance changes in the mewtwo update.
Love that idea!After Ness, shouldd we focus on Mewtwo, so as to learn his metagame early and know what we're dealing with?
I am laughing way too hard at thiscurrently, i feel that the mewtwo/mac matchup is 100:0 in our favor.
he doesnt yet exist and therefore we automatically win.
I agree with this. I feel we also need to give time for everyone to figure him out thoroughly before we try to go indepth in his discussion, as well as time for us and everyone to locate every possible change with characters/smash 4 itself. Baby steps guys, just like before...can i just ask that we hold off on any mewtwo discussion until next month, or at least until he is available for purchase?
I'd still like to know what this guy does. We need that info first :X It's hard to completely know a characters limits in one day. Plus, not everyone has access to him to test it out.I would still like to know if there are any counters against this guy.