Character Description: Diddy Kong (ディディーコング
Didī Kongu?) is a fictional character in the
Donkey Kong series of video games, first appearing in the 1994 game
Donkey Kong Country. He is a young
spider monkey who lives on Donkey Kong Island in the Kongo Jungle, and is identified by his red cap, which has a
Nintendo logo on it, and a red shirt with two stars. He is described as the "wannabe nephew" of Donkey Kong in the
Donkey Kong 64 manual and occasionally as a chimpanzee, despite his monkey-like tail. He was originally created by
Donkey Kong Country developer
Rare as an updated version of
Donkey Kong Jr., but renamed due to Nintendo's response.
Gerudo Followups (unteched): For a full chart of Gerudo follow ups for all characters,
click here. Diddy can be punished with a down tilt or a side tilt. Both are extremely strong options and kill fairly early. Furthermore, it's possible to follow up a roll away (if predicted) with a Wizard's Foot or Dash attack, while it's also possible to punish a roll behind with a down air. If Diddy does a Get Up Attack or just remains still on the ground, a pivot angled down forward smash will connect as well.
How to Deal with Projectiles: Bananas give Ganondorf a fair amount of trouble. Bananas that are thrown on the ground can be grabbed and used against Diddy with a dash attack. Or kick over it with Wizkick or any of its customs. Be careful of the end lag from the dash attack though as it could lead you to punishment if unspaced properly. Avoid getting hit with a Banana, be it either shielding, dodging, dash attack, or just avoiding it. Diddy can lead to up air followups despite the nerf of his up air due to Ganon's weight. Diddy Kong's custom Up-B, as well as default, also packs a punch when he's hit out of it, so be careful when edge guarding. On the other hand, Peanut Popgun is not a big problem for us due to the slowness of the projectile.
Understanding the Matchup:
Yes, we are aware Diddy got nerfed. Ganon should still play very patiently against Diddy Kong. Diddy Kong still has a wide range of quick aerial moves with good mobility, despite having his range nerfed.
Diddy armed with a banana to hit at you is very dangerous since it can lead to grab combos, so please be careful to not get hit by his bananas. It's important to bait Diddy to throw away the bananas you can be aware of where to avoid it.
Flame choke is the best move to use on Diddy, since it resets Diddy's momentum and can net you followups. If unteched, Ganon will be able to followup with a down tilt or forward tilt, both which can kill Diddy if he fails to tech it. Near the edge, it is better to use forward tilt due to Diddy's weaker recovery and net kills fairly early, meanwhile Diddy may have to be around 115% in order to die from a down tilt.
Dash Attack is by far the best move to use in this matchup. This does not mean you should be reckless with it as it has punishable lag and is punishable on shield. Dash Attack's utilities in this matchup is 1. the burst of speed from the attack, which could mess up momentum for Diddy, 2. it catches bananas in on the ground and you can use it yourself, and 3. the weaker hitbox, if it hits Diddy, can connect to an up air. At lower percents, the strong hit of dash attack can lead to a grab, while the weak hit will do the same starting roughly 15%. At roughly mid-20s, the strong hit will lead to short hop up air, while mid-thirties up to app. 45% can have a full hop up air to connect. However, the weak hit will still connect with an up air until even 90% (and even an up smash at that percent given DI). Near the edge, up air can kill Diddy at that percent.
Up Smash is a great move in this matchup as well. Outside of Monkey Flip, the large range of Ganon's up smash stops a lot of Diddy Kong's approaches. In addition, the IASA frames can trick opponents to thinking they're safe when they are actually not.
As far as aerials go, Diddy's aerial game far out-mobilizes Ganon's. However, Ganon does have up air to clip Diddy on the off chance he goes too far high up. Additionally, Ganon has neutral air, which out-spaces Diddy's aerials, despite having a higher end lag. Ganon should make sure Diddy is never below him, in which Diddy will be able to juggle Ganon with his aerials. If in that situation, do not panic. Remember that although punishable, Wizard's Foot can net you a surprise KO, or at the very least, send Diddy away from you. Do not air dodge recklessly, nor waste your second jump.
Grabs: Down throw is your best combo move. It can lead to Dash Attack, Wizard's Foot, and up air at lower percents, while Down throw will true combo to Wizard's Dropkick (WDK) from 43-66%. Forward throw racks up damage and resets the situation. It can also be used to send Diddy off-stage, allowing us to edge guard. Back throw is a similar situation, but deals less damage than forward throw. Lastly, up throw doesn't have much viable usage here other than sending Diddy Kong up in the air. The lack of hitstun from the move as well as the distance Diddy is sent makes it difficult to followup.
Edgeguarding: Diddy Kong is not known for having a good recovery. Ganon's aerials are perfect for intercepting recoveries (every single one). RAR back air can be used to attack Diddy's that try to recover high, while down air can be used to intercept Diddy's recovering from under (but that can lead to getting hit to the barrel). Neutral air swats Diddy away and is a generally safer option compared to the rest of the aerials, but allows Ganon to safely recover back on stage, despite whether Diddy uses Monkey Flip or barrel. RAR up air/ ledge jump up air follows the same principle of RAR back air, intercepting Diddy's that try to recover from above. Falling up air off the stage clips Diddy's trying to sweetspot the stage with Monkey Flip or barrel. Lastly, forward air clashes with Monkey Flip and can swat Diddy away. If you're mid-stage and find Diddy off-stage, Wizard's Foot can boost you near the ledge. If you sweetspot the ledge, you can use any of these aerial moves to send Diddy away.
Customs to consider:
Warlock Blade: This move is slightly weaker than default Warlock Punch but has a large hitbox that rewards Ganondorf if he hits at the tip of the blade. It also has shield break properties and super armor. This move is great for stage control and, though punishable, good for interrupting approaches and momentum. Due to the slowness of all variants of Warlock Punch, neutral special isn't often used in this matchup.
Dark Fists: This move has super armor at the start and the first hit will link to the second, which is a killing blow. This can punish attempted edge guards, and has giant knock back. Also a potent OoS option. It can kill as low as 40% and delivers another potent move to Ganondorf's killing options. If launched in the air, Diddy can die at a ridiculously early percent.
Wizard's DropKick: First things first, it mitigates Ganondorf's below average recovery. Also, it's weaker than Wizkick but could also true combo Diddy at mid percents from down throw.
Stages to consider:
Battlefield/Miiverse: Though you're also victim to being juggled by aerials, Diddy's banana game is not as threatening. Also, your up airs can also juggle Diddy as well. In addition, the location of the platforms can net you a sweet spotted up smash if you are right below Diddy.
Dreamland 64: This stage is similar to Battlefield, but the ceiling is higher. This allows Ganon to live up to higher percents. Overall, Ganondorf should be focusing on killing vertically at higher percents and trying close stocks along the sides at mid high percents.
Short Summary of Matchup:
Despite Diddy's nerf, Ganon should still play very patiently against Diddy Kong. Diddy Kong still has a wide range of quick aerial moves with good mobility, despite having the weakening of his up air. Overall, Ganon outranges Diddy, being able to play the spacing game without much to worry about.
However, Diddy has access to bananas, which can lead to tripping you and a grab, which can lead to additional followups. It's important to not get hit by a banana. Luckily, all of Ganon's down B specials as well as dash attack go through the banana. Dash attack is arguably Ganon's best move in the matchup, due to the ability to followup at percents as high as 90 from a sour spot dash attack. Up Smash, dash attack, and grabs are key to this matchup.
Be sure to edge guard Diddy as well. He doesn't have a good recovery and swatting him away will very likely seal a stock.
CM Ratio of the Matchup: 45-55
Ratio of the Matchup: 45-55
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