Diddy Bair and MFK hitboxes make me question what high-grade gin Sakurai and co. were on when developing him sometimes.
You could tell Larry stopped giving a damn after that MFK hitbox almost killed him backward at 80.
You could say that about
a lot of hitboxes in this game.
Diddy having a great hitbox for his MFK is to defend himself against attacks. He's committing a little more than normal when he does it because of staying in a set trajectory without being able to do anything for a little bit (he also can't upB after), so it's just a mixup that helps a lot.
You can just wait it out and punish it. Or try trading with it, or coming with good-range disjointed moves or hit him from above/below.
It just needs practice to find out how to best react to it, because it's so fast and you kinda have to predict it to be able to react to it correctly (while being able to punish it).
I'm still seeing people not knowing on how to deal with Diddy-stuff.
If you're not in his possible uthrow->uair kill-% window why would you risk trying to shieldgrab a banana when you could die for it if he just does a dtilt or something right after? There's no life-threatening danger. But if he catches you with a dtilt to stay safe from an immediate grab you might die for it.
It's baffling that he even tries going for it because it's so unsafe, same with all these landing fairs.
Zero is just predicting and reacting to his opponents over and over again to win all of these "50:50s", but people don't seem to be ready for them or know how to deal with them better.
Zero predicted the super laggy Aura Sphere from MKLeo a mile away and was in the air, ready to throw the banana his way to get a kill-confirm into fsmash.
Then a bit later the same situation is happening, this time MKLeo was a little more ready for it and was able to move again before the banana would hit him, but he dashes right into it, tripped and died for it.
Leo also didn't seem to have the Lucario truly ready, but still managed to keep it generally close.
Another thing I've seen from people, also in the ESAM set: they don't seem to know when Diddy is more likely to do certain things.
If you have Diddy without a banana he's going to try to run away and get another one, or, if the opponent is near enough and could hit him, he'll try to get a grab, dtilt, sideB, fair to get an opening for another banana. When he has a banana he can only really try to throw it or sideB (in the air zdrop to aerial also works). Idk why ESAM stopped camping with thunderjolts when he was very close to Zero when Zero didn't have a banana out, because obviously Zero would try to go for the above mentioned things and dtilt was to be expected. Keep a safe distance away from dtilt and be ready for sideBs while staying somewhat close to not let him get another free banana.
The thunderjolts were clearly forcing Zero to jump or shield, which would have been a much safer way for ESAM to approach.
These were just small little details that were very strange to see for me, because it was pretty obvious what Zeros options were in these scenarios and a lot of people aren't really trying to stay safe, but punish safe/favorable things and get punished themselves for trying.
At first I thought Zero was just really, really good. Now I don't only think that, but also that other players still need to learn/understand the Diddy MU better.