PhatyCHONG
Smash Apprentice
Diddy Kong's Stage Match-ups Discussion
____________________________________________________
I decided based upon other "Character Discussions" threads that the Diddy Kong community importantly needs to have a generalize area on the Diddy kong character discussion threads to talk about "Counter-picks" and "Bans" for it is completely necessary for us all to contribute on discussing and debateing for better match-up ability for tournament play. Once we have a general thesis on a character match-up a summary description will be implemented.
Previously Character Discussed: Pikachu
Currently Discussing #13 Ice Climbers
Super Smash Bros. Tournament Brawl Stages list are as the following:Author note to community
Thread
- This tread is to based upon Traditional Tournament Maps / Neutral Stages.
- New format to the thread
- Supporting the clean up of DDK Boards
- Pikachu's Summary will be up sortly, Its on a different computer
SBR Recommended Rule List v2.0: Brawl
Starter
Battlefield
Final Destination
Smashville
Yoshi's Island
Starter/Counter
Castle Siege
Halberd
Lylat Cruise
Pokémon Stadium 1
Counter
Brinstar
Delfino (moved from S/C)
Frigate Orpheon
Jungle Japes
Pictochat
Pirate Ship
Pokémon Stadium 2
Rainbow Cruise
Counter/Banned
Distant Planet (moved from C)
Green Greens
Luigi's Mansion (moved from C)
Port Town Aero Dive
Yoshi's Island (Pipes) (moved from C)
Norfair (moved from C)
Banned
75m
Big Blue
Bridge of Eldin
Corneria (moved from C)
Flat Zone 2
Green Hill Zone (moved from C)
Hanenbow
Hyrule Temple
Mario Bros.
Mario Circuit (moved from C/B)
Mushroomy Kingdom I
Mushroomy Kingdom II
New Pork City
Onett (moved from C/B)
Rumble Falls
Shadow Moses
Skyworld (moved from C/B)
Spear Pillar
The Summit
Wario Ware
Character are as the following[/U]
Bowser:
Counterpicks:
Bans:
Captain Falcon:Counterpicks:
Bans:
Diddy Kong:
Counterpicks: Your personal preference and most comfortable Stage
Reason for Counter:
Stage: This match is Neutral so Counter pick your most comfortable stage.
Bans: Your personal preference and least comfortable stage
Stage: This match is Neutral so ban your least comfortable stage.
[Advice for Dittos:]
- As you know and safely said about 90% of Diddy's would play their best on an environment with a flat stage with little interference such as FD and SV. Advice would be to study the counter play list and to become very comfortable with a map you wouldn't usually see a diddy player pick as a Counter. IMO I would choose RC or Norfair where you can put yourself in a more comfortable position. [But this can also backfire for example, people like "Player-1" whose favorite stage is RC and could potentially hurt your chances :D
Donkey Kong:
Counterpicks:
Bans:
Falco:
Counterpicks: Castle Seige, Luigi Mansion, Rainbow Cruise, Smashville/FD, Laylat Cruise [potential CP]
Reason for Counter:
Castle Seige
Transformation 1
Transformation 2
- Is small and avoids excessive falco camping
- The Slope can hurt his "chain grab" and "lasers"
- Having control of the high grounds of the slop allows you to have better approach options while better avoiding falco's reflectors
Transformation 3
- Statues eats lasers
- Tilting stage hurts "Chain grab"
- Tilting stage hurts "Recovery" and certain parts of the stage gimps Falco's recovery such as LC.
- Stage layout is similar to FD and SV w/ no platform
[Stage Advice: Castle Seige
]
- During transformation 2 you have a possibility of being CG'd off the edge with the walk off ledges so keep you game in the middle and avoid the ground.
- During the transformation between 2 & 3 and 3 & 1 if you throw a banana at the end of the transformation at Falco the banana "trip animation" will gimp him from recovery because of the stage transformation.
Luigi Mansion
- Falco's camp game is destroyed by the wall pillars
- Glide tossing can give interesting potential for banana toss to pillar protection
- platforms underneath the stage can potentially save you from CG'd to Dspike
- Diddy can move fairly easy through out the stage
Rainbow Cruise
- Vast majority of the 2 minute cruise really hurts falco's camping options
- Diddy has the advantage on the ship, take high grounds of the ship
- Naners can lock Falco in the corner of the ship
- Falco is MOST Vulnerable for gimpage on this map and edge garding / fast-fall aerial attacks are essential.
IMO [PhatyCHONG] best potential for CP against Falco because of gimping recovery exploiting
Smashville / FD
- SV & FD are always good maps for Diddy against any character
- Flat map allows diddy to be at his best for banana use
- Smashville is more helpful to avoid lasers than FD because of the platform
- Smashville is a smaller stage than FD to allow shorter CG by Falco
- IMO [PhatyCHONG] Smashville is your better choice but FD has just as good potential against Falco
Laylat Cruise: [Potential Counter]
- Stage tilt hurts "CG's"
- Stage tilt hurts "lasers"
- Stage tilt hurts "recovery" and already has a natural gimpable ledge
Bans: Jungle Japes, Norfair
Reason for Ban:
Jungle Japes
- Falco can camp better than any character here
- Falco best map [according to Falco's match up discussion] for CG'able Characters
- Falco can whip you out so quickly with the CG because the Dspike hit you into the water which can most likely kill you no matter what percentage
[Stage advice: If somehow you have to play this stage against Falco best advice is to KEEP YOUR DISTANCE even though he can camp you Peanut gun, airdodgeing and bananas are your only way you can win, one grab and it over. Don't approach unless he is tripping. If the falco you play knows how to CG your chances are like 15:85 unless their is massive skill difference LOL]
Norfair
.
- Falco can camp fairly well on this stage
- 5 platforms hurts your banana game
- CG's on the small platforms with the Dspike can get you potentially killed
[Stage Advice: If you somehow you have to play this stage against Falco, approach from high ground angles are your best bet. Vertical Banana throws are alot easier on this match which avoids reflector, when below falco peanut gun help from certain Falco approaches.]
Fox:
Counterpicks::
Bans:
Game & Watch:
Counterpicks: Smashville, Final Destination
Reason for Counter pick:
Smashville
- Good map for Diddy
- Best Neutral stage
- Platform give different approaching options
- Smaller map allow more Offensive play
Final Destination
- Good map for Diddy
- Larger horizontal stage allows more Defensive play
Bans: Corneria, Rainbow Cruise, Norfair, and Lylat Cruise
Reason for Ban:
Corneria
Stage Advice: To show you how Deadly G&W U Smash
- Consider G&W best CP stage
- Incredibly low Ceiling [2nd lowest] give G&W easy quick kills from Usmash
- Small off stage blast zones give easy quick kills for G&W from Fsmash
- G&W can use the mothership or spaceship to fill his projectile bucket that could give out a damage as high as 45%-60%
- The ship's fin is a deathpit for diddy
- The fin also allows G&W to dtilt lock so just try to avoid it. A possible G&W setup that almost always works is grab -> dthrow -> dtilt,dtilt,dtilt (lock). You can be lock until about 125% but, your stock will quickly end after one more smash from G&W.
- Even G&W Uair [blowing at you to fly up] has a high possibility to star KO you.
- Rating: 10/10 for G&W Stage Discussion BAN THIS STAGE!!!
Kill Data
- Diddy dies at about 65% in the middle of Corneria from a Usmash!
- Diddy dies at about 50% on the tip of the fin from Usmash!
- Jiggs dies at about 50% in the middle of Corneria from a Usmash!
- DDD dies at about 80% in the middle of Corneria from a Usmash!
- DDD dies at 65-70% on the tip of the fin from a Usmash!]
Rainbow Cruise
- On the Boat G&W can Dtilt lock
- RC can potentially hender banana game
- G&W can put easily put pressure on characters who need space [Peanut Gun & Nana]
- G&W can use the flying carpets for good dthrow techchasing.
- G&W good vertical Recovery w/ parachute helps him against some recovery deaths
- G&W has higher priority
- High possibility of being Gimped
- Rated 10/10 on the G&W Stage Discussion
Norfair
- The layout of the stage completely destroys diddy's ground-based banana game.
- G&W can Dthrow Techchase really well on this stage
- 6 Ledges gives G&W so many options to recover, camp, and approaching
- G&W can ledge camp like a king with his nair coming from below of platforms
- Only thing going for you on this stage is you have a less chance of being gimped with the muti-platforms
- Considered one of Diddy Kong's worst stage
- Ranked 8/10 on the G&W Stage Discussion
Lylat Cruise
- G&W already has move set priority
- G&W destroys you in air dominance
- When playing against G&W, he doesn't nearly have as effective of a projectile as DDK so spacing yourself is much needed to win but the small stage setup doesn't allow nearly enough spacing for you to have an advantage
- G&W is the third fastest charcter in the game [following Sonic and MK] so taking your Bananas is quite the ease, considering he can "Z" grab too
- G&W murders with Nair on the platforms
- G&W can Edgeguard like a MoFO and small stage setup and tilt can make you be off the stage more, which could potentially let you be gimped
- Low Platforms and tilt hender some banana game
- The only thing really going for you is the Pgun
- G&W is G&W and he's a beast
- Dthrow Techchaseing is dominates on the platforms
- Potential Stage gimp
- Ranked 5/10 for G&W on the Stage Discussion
Ganondorf:
Counterpicks:
Bans:
Ice Climbers:
Counterpicks:
Bans:
Ike:
Counterpicks:
Bans:
Jigglypuff:
Counterpicks:
Bans:
King Dedede:Counterpicks: Jungle Japes, Battlefield, Smashville, Brinstar
Reason for Counter:
Jungle Japes
- High Ceiling helps against D3 U-tilt
- D3 Recovery can be easily gimped here
- Peanut Gun are your best friend on this map, peanut camping destroys d3
- D3's Chain Grab is really hurt on this stage
- IMO [PhatyCHONG] Your best CP for D3
Battlefield
- Being "Chained Grabbed" by DDD is one of the most annoying parts of the game and Battlefields small stage allows being CG'd at a minimum.
- Peanut Gun is really effective on this map with the small stage, D3's large body, and even platforms all help you as DDD is easy to hit.
- Platforms hurts his Waddle Dee action
- Battlefield stage setup allow Diddy to have his best mindgame potential
- Combo set up is easy for diddy especially with the platforms
- You can avoid multiple chain grabs being on the platforms
- Many options for approaching
Smashville
- No need to explain, Diddy's best neutral stages [better than FD on this matchup]
- Smashville's smaller stage than FD allows less duration of being chain grabbed and Offensive play
- Smashville's platform helps against WaddleDEES
- FD allows you to space yourself out more and Defensive play
Brinstar
- The ground is unlevel and prevents many chainsgrabs
- D3 is more prone to lava hits
- Lava saves you from D3's great edgegarding ability, prevents some gimps
- Peanut Gun is really effective on this map
- Great CP for D3
Bans: Pokemon Stadium 1, Delfino Plaza, Castle Siege, Rainbow Cruise
Reason for Bans:
Rainbow Cruise
- Moving stage hurt's Banana game
- You have a very high chance of being gimped
- D3's mutiple jumps help him tremedously
- D3 is already a great edgeguarder
- D3 lives forever on this stage
- BAN THIS STAGE!! it is your key to failure
Pokemon Stadium
Delfino Plaza
- The stage can gimp your recovery
- D3 can wall chaingrab
- All tranformation D3 can chaingrab well
- Many Places for D3 to infinite chaingrab
- Tranformation can do a walk off chaingrab to death
- Considered one of D3's best maps
Castle Siege
Transformation 1
Transformation 2
- Waddle Dees are effective on this transformation
- Possible Stage gimp
- D3's can Edgegard really well on this transformation
Transformation 3
- Statues hurt some Banana game [so does his waddledees]
- If your on ground level your most likely going to be walk off chaingrab to death
- This Transformation is in your advantage
- however the stage tilt could possibly gimp
Kirby:
Counterpicks:
Bans:
Link:
Counterpicks:
Bans:
Lucario:
Counterpicks: Final Destination, Smashville, Rainbow Cruise, Lylat Cruise, Brinstar, Battlefield
Reason for Counter:
Final Destination
- Overall always a good diddy stage
- Bad: No platforms to avoid Lucario Blast
- Defensive play
Smashville
- Overall alway a good diddy stage
- A platform to help you against some of lucario blast while 50% of the time have no interuption of the platform getting in way of banana game.
- [IMO] Better than FD on this matchup
- Offensive play
Rainbow Cruise
- Fair gets nerfed
- Easily gimped recovery
- Bad: D air get buffed
- Transformation 1 - Diddy's Favor: Always own on the ship, pressure towards that lip.
- Transformation 2 - Slight Lucario Favor: Has higher priority but can be easily gimped
- Transformation 3 - Diddy's Favor: can help get kills against Lucario because of the low ceiling and Lucario being hard to kill
Lylat Cruise
- Lucario struggles to recovery in many different situations
- Tilt hurts Lucario blast
BrinstarLylat Cruise
Lucario should struggle to recover in a lot of different situations. The most notable is when Lucario is under Lylat because he will be forced to semi-circle around. If Lucario is recovering from a diagonal than he will most likely be home-free BUT the stage may tilt and he may hit the "bottom" and die. He will most likely live if he is going horizontally.
No matter what I think Diddy should do one of two things: 1. Grab the ledge which is probably preferable or 2. Throw a banana at him (works best if he is coming horizontally so it brings him under the stage more).
What I meant was that, let's say the stage tilts like this \. If Lucario is on the right side of the stage and shoots an aura sphere, the ball with hit the center of Lylat and will not travel to hit Diddy just like any other projectile.
- Easier to kill lucario
- Small Blast zone
- Easy to Camp lucario
- Stage hurts lucario's blast
- Bad: Hard to gimped
- Good: Hard to be gimped
Battlefield
Bans: Frigate Orpheon, Jungle Japes, Norfair, Yoshi Island, Luigi Mansion
- Any Neutral is good against Lucario
- Wouldn't CP or Ban
Reason for Ban:
Frigate Orpheon
- Considered Lucario's best stage
- Really hard to Gimp because he always have walls to cling to.
- Can Wall cling in every transformation
- Slope of the 2nd part of the transformation helps his Fair and Dair
- You can be gimped
- The Platforms that come out of the side of the stage only helps him more
Jungle Japes
- Lucario can CAMP
- High Ceiling help Lucario even more
- Hard to be gimped here
- Lucario can live longer on this stage than most
Norfair
- Considered one of Diddy's worst stage
- Lucario ground game and air game get buffed here
- More likely to be tech chased
- Hard to Gimp here
- Hard to be gimped here
- Aura sphere gets buffed
Yoshi Island
- Lucarios Best Neutral
- He can wall cling to avoid gimps
- Lucarios tend [no evidence but can be said] to CP there best neutral which would be Yoshi Island
Undecided/Neutral: Luigi Mansion
Reason for Undecided/Neutral
Luigi Mansion
Cons:
Pros:
- Hard to kill lucario here when he is in the Mansion
- Pillars give Lucario an extended hit box
- Aura sphere gets nerfed because of the pillars
- Lucario can camp under the ceiling
- Rocket Barrel Cancel is a beast
- Diddy can maneuver better than lucario
- Peanuts help against Lucario aerials
- Once mansion is knocked down, its like FD
Lucas:
Counterpicks:
Bans:
Luigi:
Counterpicks:
Bans:
Mario:
Counterpicks:
Bans:
Marth:
Counterpicks: Castle Seige, Jungle Japes, Final Destination, Smashville
Reason for Counter:
Castle Seige
Transformation 1
Transformation 2
- First Transformation hurts Marth's recovery, possible stage gimp
- Being on the slope helps your d-tilt
- Stay on high ground for best potential
Transformation 3
- Transformation from 2 to 3 can have potential banana slip gimp
- High Ceiling helps you live longer
- Possible banana lock to death on ground
- Third Transformation's tilt hurts Marth's recovery
- Transformation from 3 to 1 can have potential banana slip gimp
- Neutral Flat Stage [your favor]
Jungle Japes
- Marth being caught in the water is a death pit for him
- Being on Marth Discussion boards, they seem to hate this stage alot
- Peanut camping is really effective
- Bananas Bananas, Bananas USE THEM
Final Destination
- Marth seems to do really well on multiple platforms and FD escapes this
- Diddy does well Neutral stages w/ the least interrupting of Banana game
- No Need to explain one of diddy best stages
- Defensive Play
- Allows you to space yourself, which is much needed because Marth out reaches you
- IMO [PhatyCHONG] FD is better than SV in this Matchup
Smashville
- Marth does well on multiple platforms and SV escapes alot of it
- Diddy does well on Neutral stages w/ least interruption of Banana game
- No need to explain one of diddy best stages
- Offensive Play
- IMO [PhatyCHONG] FD is better than SV in this Matchup
Bans: Lylat Cruise, Battlefield, Norfair
Reason for Ban:
Lylat Cruise
- Very similar to BF and BF is considered Marth'ss best stage
- Low set platforms really hurt banana action
- Tilt pressures more areial game, which Marth dominates
- Possible stage gimp
- Marths can GIMP diddy with ease
- Good Marth stage
Battlefield
- BF is considered Marths best stage
- Marth has too many approaching options
- Usmash, Utilt go through first row platforms from the ground
- Platforms can POTENTIALLY hurt Banana game
- Marths seem to do well on using your bananas
- Marth play really Offensive on this stage
- Marths are incredible good at spacing
- Marths can GIMP diddy with EASE
Norfair
- Considered one of Diddy's worst stages
- Small 5 platforms hurts banana and ground game
- Banana and Ground game WAS your best bet BUT w/ it being extremely hurt Marth's DESTROY you in arieal game so this really hurts your chances
- Having 5 platforms help Marth to space, [coming from below platforms to Fair oouch]
- Only thing going for you on this map is you have a better chance on not being gimped w/ all the ledge options
[Quote Note: Rainbow Cruise was put on the "Counter Pick" list on the "Marth Stage Discussion Thread". However Rainbow Cruise was NOT recognize as a "Counter Pick" or a "Ban" on the "Diddy Kong Stage Discussion" until further re-Discussion.]
[Quote Note: Since Rainbow Cruise was put on the "Counter Pick" listing for Diddy against Marth, on the "Marth Stage Disscussion Thread". Here is a Stragetic Note for Diddy Kong vs. Marth Rainbow Cruise]Marth's tend to CP me on RAINBOW CRUISE a lot so nI'd assume most Marths like it. Dtilt against the wall is good for him, and the gimping part of the stage is pretty much only 1/3 of the stage itself, the other 2/3s marth seems to do fairly well on.
Official Marth Counterpicking Discussion
Diddy Kong:
Counterpicks: Battlefield, Lylat Cruise, Norfair, Rainbow Cruise
Bans: Final Destination, Smashville
[Credited to Avarice Panda]
Diddy Kong vs. Marth on RAINBOW CRUISE
First third of the stage: The Ship
-For the Marth, avoiding your bananas is even easier (although Marth's have an excellent time killing your banana control regardless). The elevated platform at the right and the two small platforms in the middle (if I'm remembering correctly, because sometimes I confuse RCs ship with Pirate Ship) both help him stay away from banana combos
-You have to be much more careful, because you have more bad zones against Marth than he does against you here. The Marth is pretty much safe anywhere unless his back is against the wall, while your bad zones are off the edges and against the wall
-Speaking of against the wall, if you are in this position, Marth's dtilt says hi. And it's not fun being locked like that
-And speaking of off the edges, Marth gimps you easily. The plus about this stage is that you'll rarely have to use rocket-barrel, so you can't get gimped that way. But if you do...yeah. Either way, offstage against Marth is never fun.
Strategic Notes:
-Stay away from the edges of the ship and being trapped against the wall. Fortunately, you can get a banana combo against the wall too, but it's harder to time.
-To be safe, put bananas around the main area of the ship. Remember to keep control over them though, because if the Marth gets them, he can easily push you into a bad zone.
-Small side blast zones help Marth along with you. Watch out for kills, although keep the idea in your mind that you can kill early if you push him towards the edge.
Second third of the stage: Moving Up
-Marth's vertical recovery is better than you think. While Snake is heavy, has bad aerial DI, a poor second jump height, and easier avoidable aerials on a moving stage...Marth has none of this. His jump height is pretty good, and he can use the first attack of his dancing blade for even more height. That combined with Dolphin Smash, which he probably won't have to use (I rarely use rocket barrels here and I'm pretty sure Marth's double jump plus dancing blade boost is better than Diddy's double jump), means that his vertical recovery CAN NOT BE UNDERESTIMATED.
-However, if he does have to use Dancing Blade for whatever reason if you keep him off with peanuts, bairs, Special K edgehog (lulz) or whatever, then you're probably in luck. Lack of ledges on the stage is good for you and bad for him
-His aerials are pretty strong and pretty scary. Diddy can kill with a spaced fair and spike with a Dair, but Marth can basically do the same with Fair, Nair, and Dair. Because of his floatiness and good jump height, he can use aerials and move well at the same time, so be careful.
-If you do get pushed off the side to the point where you have to use your Rocket Barrels, then Marth can gimp you. However, since he doesn't have a ledge to hang on, it's probably harder...but still isn't fun.
Strategic Notes
-Diddy can't really kill here. Marth can. You're going to probably be playing more evasively, sneaking in that aerial or grab or whatever whenever you can, but going on offensive is not a good idea. Marth has an easier time killing and getting in hits to put you in bad zones in which you could be potentially gimped, so you want to play defensively.
-Definitely avoid getting grabbed on the left side. I think Marth has a grab release-tipper Fsmash combo, or a dthrow-tipper fsmash combo at low percents, so yeah, that's never fun.
-If you get the chance, try to get him gimped. Throw him off the right side, and aerial/peanuts/throw bananas like no one's business.
Third third of the stage: The Top
-Low ceiling isn't fun, especially when Marth can kill off the top with Usmash.
-Other than this, it's basically a moving walk-off FD, lol. I'm sure I could give more insight but what I usually do here against everyone is trying to abuse the side blast-zones (usually the left) to sneak in a kill.
Strategic Notes:
-This part isn't that great too, because Marth can kill basically everywhere. You get no benefit from the low ceiling. Be more wary of smashes to kill you.
-Like with any match-up, try abusing the left blast-zone for a kill. But don't let this turn on you, because tides can turn and you can be the one dying.
-It's not fun when Marth has your bananas here. Control your bananas.
-Other general Marth match-up notes.
Metaknight:
Counterpicks: Smashville, FD,
Reason for Counter:
Final Destination
- To remove yourself from Metaknight dominance of platforms
- The large horizontal map give you great distance to keep on the defense with banana setup.
Smashville
- With only one platform and small horizontal stage gives banana's to be close for offensive play
- MO Best CP for MK
Bans: Rainbow Cruise, Norfair
Reason for Ban:
Rainbow Cruise
- This a set up for failure unless your on the ship with Bananas
- Your constantly moving and being gimped is quite possible.
- MK speed is faster than yours
Norfair:
- With 5 small platforms
- Metaknight ability to combo and with areial dominance gives you chance for quick deaths
- You have a higher possibility of being gimped.
Quote Note: Upon discussion this is "high recommendation" based upon stage flaws to which you should "ban" against metaknight.1. Norfair
2. Rainbow Cruise
3. Luigi's Mansion
4. Brinstar
5. Lylat Cruise
6. Delfino
7. Halberd
Ness:
Counterpicks:
Bans:
Olimar:
Counterpicks: Rainbow Cruise, Frigate Orpheon, Jungle Japes, Smashville, Final Destination
Reason for Counter:
Rainbow Cruise
Transformation 1
Transformation 2
- Diddy's Favor
- Diddy's do very well on the Lip
- Possible stage Gimp on the edge front on the vote [stage right]
- Best transformation to use Bananas
Transformation 3
- Gimp Gimp Gimp Gimp Gimp. . . . . . :D
- Diddy's Favor
- Be careful being left of Olimar
- Third and worst transformation for Bananas
- Slight Olimar's Favor
- Low Ceiling gives Olimar an advantage due to it being easer for him to Star KO Diddy
- Possible Stage Gimp
- Second best Transformation for Bananas
[Note: Olimar's always tend to ban this stage, Olimar not banning this stage due to the thought "Diddy's Bananas suck on that stage :D, he wouldn't counter that stage" said the gullible Olimar :D]
Frigate Orpheon
- High Possibility for Stage Gimp on Olimar\par
- Possible for Stage Gimps on Diddy Kong, [more prone to Olimar]
- Platforms help against Olimars camping and better approaches
- Pretty Neutral other than the stage flipping and gimping
- The platforms coming off the bast zone helps against some stage flipping
[Note: I was reading on the "Olimar stage discussion Bans/CP" and most characters had for olimar to Ban Frigate but did not it banned against Diddy? I don't know why they wouldn't ban this stage since Diddy Kong already has a fairly good recovery and it a typical stage Ban.]
Jungle Japes
- Peanut CAMPING!
- Due to small middle and side horizontal Olimar minions are Prone for fish bait
- High ceiling helps against Olimar Usmash and doesn't hurt you cause Usmash is terrible for kills :D
- Some of the Pikmin die in the water making it even harder to recover
- Pressure them to that left side :D
- If Olimar falls into the water he can become stage gimp
- Olimar already has a probable possibility for gimp
- GT to Grab anyone?
- Bad: Olimar can camp just as well as Diddy
[Note: Jungle Japes is sometime banned just as well as RC, however If they are both stages are allowed, Frigate Orpheon is hardly ever banned for a CP. Meaning good CP such as Jungle Japes is like 75% what is going to be left since Olimar regulary ban RC and FrO
Final Destination
- Always a good Diddy stage
- However always a good Olimar stage
- Bad Ledges really hurt Olimar Tether
- FD is more for aggresive Olimar
- Defensive play
Smashville
- Always a good Diddy stage
- However always a good Olimar stage
- Platform helps against Olimar ground action and Camping
- Platform helps for more approaching options
- SV is for more Defensive Olimar [Camping]
- Offensive Play
- [IMO] Smashville is a better counter pick for Olimar
Bans: Luigi Mansion, Norfair, Lylat Cruise.
Reason for Ban:
Luigi Mansion
- Olimar lives alot longer in the house
- Olimar can repeat Usmash against the 1st floor's roof
- Once the house is down is just like FD, but you both rock hard on that stage
- You take way to much damage on the first floor
- Really hard to approach on the first floor
- Possible Olimar stage Gimp
- Possible Diddy Kong stage Gimp
- IMO [PhatyCHONG] YOU SHOULD MOST DEFINATLY BAN LM AGAINST OLIMAR, you will regret it.
Norfair
- Considered as Diddy Kong's worst stage
- Since the fun in Olimar is gimping him, multiple platforms could pervents such gimpage [still able to gimp though :D]
- Small Platforms hender Banana game
- Olimar does really well on controlling the stage, especially if in the middle
Lylat Cruise
[This "BAN" is more focused on "STAGE STRIKING" rather than "Ban" since LC is a probable starter stage]
- The low raised platforms only really benefits Olimar
- Considered one Olimar's best neutral
- The Lip and tilts of the stage help olimar for grabbing in angles helps while also avoiding certain combat moves
- Olimar's Dsmash already has a very horizontal knock back, the tilt could shoot you more of a southwest/southeast angle.
- Olimar can Uair under the level and can go though [not to much relivance since it could be easily punished, risky olimar move due to recover and gimping]
- Tilt henders some banana game
- IMO [PhatyCHONG] I think it is just an awkward diddy stage, especially against someone who thrives on this stage such as Olimar
- Jump > Banana throw could be hurt by platforms
- Potential Diddy Stage GIMP
Being discussed in the [DKBR] / Possible Neutral: Yoshi Island, Halberd
Reason for Debate:
Yoshi Island?
Cons:
Pros:
- The tilts of the stage help olimar for grabbing in angles while also avoiding certain combat moves
- Tilt could maby hurt some banana game
- Rising off stage platform could save Olimar from losing a stock
- No chance of Olimar having a Bad Ledge grab
- Fsmash camping is prone for Olimar
- Tiliting Platforms henders some of Olimar's SH > Side B
- Tilt can potentially hurt Olimar's CG [very situational]
- Not to much interference just a regular neutral
- When Olimar is on the platforms take advantage
- Considered just a regular ole Neutral
[This stage is not going to be Baned or CP, but rather a stage strike considering he does well on this stage, where you have better advantages on others]
Halbred
- [Not enough information for decision, however is being dicussed and will be implemented and changed in a later period.]
- Olimar Favor? [Being discussed on wether its a BAN or Neutral]
Peach:
Counterpicks:
Bans:
Pikachu:
Counterpicks:
Bans:
Pit:
Counterpicks:
Bans:
Pokemon Trainer:
Counterpicks:
Bans:
ROB:
Counterpicks: Neutrals, not in ROB's favor
Reason for Counter:
Neutrals
Bans: Rainbow Cruise, Jungle Japes, Luigi Mansion
- There is not a strong counter pick stage for Diddy against ROB so you basically have to keep your Neutrals
- Pick your most comfortable stage
- IMO [PhatyCHONG] Your best options are Final Destination / Smashville / Yoshi Island
- Battlefield and Lylat are not as strong of neutrals because of Robs areial game,
- Rob very rarely gets stage gimp so PS1, Lylat, Castle Seige [T1], and others are in ROB favor
- All of Delfino Plaza is in ROB's Favor
- Delfino Plaza he can use the under the map and hit you through the level
- Castle Seige [T1 & T2] are in ROB's favor
- Castle Seige [T3] is in slight Diddy Favor
Reason for Ban:
Rainbow Cruise
- ROB cannot be stage gimped
- ROB being able to be in the air a long time can have him options for gimping
- Transformation 1[IMO] Ship is 55:45 Diddy's slight favor
- Transformation 2 in ROB's Favor
- Transformation 3 in ROB's Favor [watch out for Usmash and StandDogdge > Dsmash
- Stage can potentially hurt Banana game
Jungle Japes
- Stage's water only hurts you as ROB can recover 95% of the time
- Small middle horizonal platform hurts some banana locking
- ROB can camp really well on this stage w/ laser and gyro
- Peanuts are the only thing really going for you
Luigi Mansion
- ROB can Dsmash you into the Ceiling and tech chase you
- Hard to K.O. ROB when he is inside the house
- ROB can camp well inside the house
Samus:
Counterpicks:
Bans:
:shiek:Sheik:
Counterpicks:
Bans:
Snake:
Counterpicks: Castle Siege, Smashville, Rainbow Cruise, Delfino Plaza
Reason for Counterpicks: [Credited to "AvaricePanda" and "Player-1"]
- AP: (http://www.smashboards.com/member.php?u=141141)
- P1: (http://www.smashboards.com/member.php?u=112862)
Smashville
- Good level for Diddy
- Short level makes it easier to approach and punish Snake
- Floating platform helps a ton
Castle Siege
- First transformation is short, multi-platformed. I'm not so sure how well Snake does with multiple platforms, if he's good on them or not. However, his camping is a little harder for him and a little easier for you to keep up with.
- However, there's a curved slope on this first transformation that can mess with your banana setups.
- Second transformation has statues that eat up his myriad of bombs.
- Stage becomes a walk off flat stage when those are destroyed, so you could potentially banana lock him to his death
- Flat stages are good for Diddy's normal game and great for Diddy's banana game
- Third transformation is tilting and flat
- I think, essentially, it's a smaller and differently shaped version of FD. Pretty neutral
- You have to worry about Snakes camping more, if the Snake you're fighting enjoys camping. Most probably since they'd only be able to camp 1/3rd of the stages, they'd do it here (although honestly, I never found camping itself as a major problem).
- Being obvious with your banana throws gives him control of the game, because his dash attack is an easy banana taker. Being more haphazard and taking control of the stage early gives you control of the game.
Rainbow Cruise
- Vast majority of the 2 minute cruise eats his camping options
- For 45 seconds to a minute, Snake has to rely on aerials and air movement more than usual. His aerials themselves aren't bad, but his aerial DI and jump height are both pretty sucky, so it's a plus for you.
- The boat part of the cruise is essentially your game. If they get tempted to pull out a grenade, a grab says hi because the ship is so short. Naners can lock him in the corner. Dtilt can too and is more practical, but gets DIed out of.
- Probably have an easier time following him. On other stages, Snake has so many options, but on RC probably half are cut away, so he's more easily predictable.
Delfino Plaza
- Water equals easier spike setups
- transformations messes with snake gameplay which can be good for either character depending on the situation
- Snake's usually won't recover through the stage because his WHOLE body has to go through the stage which he is tall making it where he stretches himself up when using the cypher which makes him taller. Most stage transformations are either flat [good for Diddy]or have water [bad for Snake].
Bans:Norfair, Brinstar, Battlefield
Reason for Ban: [From information from "Official Snake Match-up"]
Battlefield:
- The platforms hinder his banana
- Tilts pressure you on this map where good snakes use tilts ease.
Brinstar:
- The acid helps snake live longer letting him to survive spikes
- the stage layout prevents you from certain banana techniques
Norfair:
- This is considered one of Diddy's worst stages
- This is considered one of snake's best stages
QUOTE NOTE: This is a stradgy quote for CP against Snake on Rainbow Cruise
More about Diddy vs. Snake on Rainbow Cruise.
Counterpicking Rainbow Cruise on Snake has great rewards but is pretty risky, because while you have ease with some things, Snake also has ease with some things (re: killing). If you just counterpick this blindly, you may be surprised of some of the things that happen to you. But with some basic knowledge, the match should be pretty much easier for Diddy.
Rainbow Cruise is already a good idea for a counterpick on a campy Snake. Because of the moving level, his camping game is completely gone. And for these same reasons, he has much less time to rely on Claymores and C4s. However, against a regular Snake, this could be a pretty valid option as a CP too.
Good things:
1) Snake becomes a bit more predictable/readable on this stage. Why? Well, because you've eliminated a lot of his options. It's easier to expect an ftilt, standard combo, or nair here, because he can't mix it up with his explosives.
2) Cypher. As you already know, there's a large chunk of time where you both have to constantly move up. Your standard jumps have decent height. His don't. Expect him to have to use his cypher a lot more, which is good for you.
A lot of Snakes like to do the same thing for the majority of the time they cut their cypher early. Some Snakes, like one of the people I was fighting on Wi-Fi right before I made this post, like to airdodge to cut their cypher. Some Snakes like to C4. Some Snakes like to nair or do a different aerial. If you can read what your opponent is going to do (and you have at least an entire game to do that) then this is a great CP. If they airdodge much, you can wait after the airdodge and do an aerial. If they like to do an aerial, you can either sheildgrab, or if they're in the air, wait after the expected aerial (a Snake is most likely not going to uair when you're below them) and do an aerial.
Here's a situation: you see a Snake use their cypher, so you jump up to the platform they're trying to get to. If you're not exactly sure what they're going to do, sheild. If they do nothing, you can grab and grab release them forcing them to either (depending on location) die or C4 themselves up and do damage to themselves. If they airdodge onto the platform so you can't grab them straight from the air, you can wait and grab, dtilt and grab, or do a dsmash or fsmash if they're at a high percent. If they do an aerial, you can sheild grab. Win situations.
The more predictable, the better. The more they cypher, the better.
Bad things:
1) The ship has small side blast zones. Be pretty wary of recovering from the ship, because you could meet a bair or ftilt to the face. This is, however, also a plus for you, because Diddy kills horizontally, and if you read cyphers you can get off a fair and kill them. But because this can go either way, you have to be wary of this.
2) The 35-40 or so seconds of the two minute cycle that you're on the top. This sucks. Get too close, and you either get utilted and die, ftilted and possibly die, or thrown and possibly die. The ceiling is really low up top, and because the level moves, you can be thrown or ftilted to the left and die pretty easily. While Snake can't camp as well at the top because it moves, he still has his explosives as a pretty viable option.
Seems pretty bad for Diddy, right? Only real boost up here is that your bananas can be used more. Up here, being aggressive isn't the best idea, especially if you're at high percents. Even percents of like 50-60 can get you killed. You could be a little more offensive if you're at lower percents, but just be aware of the dangers.
Spacing is also pretty crucial. In the matches against Snakes on RC that I've fought, I've tried to space myself so that his tilts and standard combo can't reach well while I can throw bananas and get off the occasional peanut. Being just out of range also lets me get off a grab if he tries to pull out a grenade. However, I'd imagine you'd still have to worry about a dash attack or DACUS. The snakes I fought did neither, so I'm not exactly sure what to do if that happens....sheild it?
You could try staying completely out of DACUS range, essentially just running and shooting the occasional peanut. But this is pretty defensive, doesn't let you get off much hits, you still kind of have to worry about grenades and you can't punish them, etc. You could do this, but I wouldn't encourage it; if the Snake is already predictable/campy enough for you to CP RC and abuse his cyphers and other things, then you should be able to read him enough to be at a decent range.
tl;dr: If the Snake you're fighting is campy, counterpick here. If the Snake you're fighting is predictable, counterpick here. However, if the Snake you're fighting has a very strong game without explosives, or he's erratic enough that you can't always read him while edgeguarding, while close, while he cyphers, etc., you'd be better off counterpicking a safer stage like Smashville, Castle Siege, or Delfino's Plaza. You have an entire game, at the very least, to decide what stage you should counterpick.
Sonic:Counterpicks:
Bans:
Toon Link:
Counterpicks:
Bans:
[/QUOTE]Wario:
Counterpicks: Luigi Mansion, Final Destination, Smashville, Yoshi Island, Pokemon Stadium 1
Reason for Counter:
Luigi Mansion
- Bottom level pressures more ground play which Diddy is better
- Here is a quote from the Discussion
"Wario Stage Discussion"When the house is still standing your range of movement is somewhat limited. Characters with strong ground games benefit from this. Wario's ground game isn't exactly stellar, so you can see the problem. Breaking down parts of the house and luring them out in the open can help with this, but in a tourney you might need to have the lead to acomplish this. Breaking down the entire house is also possible to turn it into FD but the house will respawn pretty quickly, meaning you have start all over again.
Luigi Mansion
Recommended counterpick: Hahaha
- Wario's seem to hate this stage w/ chacters with good ground game which is Diddy
- Barrel Cancel is beast on this stage
- Diddy has high mobility on this stage
- When map is destroyed it become a FD/SV
- Warios can't air camp as much in the house
- U throw/Smash/Tilt on the "non-going through platforms" leave for potential multiple hits.
- Effective for peanut gun
Final Destination
- Used for "Aggressive" Warios to help Space yourself more
- For Defensive Play
- Always a good Diddy Stage
Smashville
- Used for "campy" Warios to pressure to stop camping
- Always a good Diddy stage
- For offensive play
Pokemon Stadium 1
- Transformations hurt some wario air game
- Transformations transforming hurt wario air game
- Neutral stage is relatively in your favor
- Transformations help against aggressive warios
Yoshi Island
- IHO [Player 1] Best Yoshi's Island, just your next best neutral next to FD and SV.
- Slant at the edge gives you more range for a grab to aerial
- You can DI towards the wall and tech it
- Platform doesn't really hender bananas
- Keep Warios from the middle [Advice]
Bans: Norfair, Brinstar, Rainbow Cruise, Castle Seige, Delfino Plaza
Reason for Ban:
Norfair
- Considered on of Diddy's worst stages
- Small Platforms hurt Banana game
- He is areial king on this stage
- Campy or Agressive he does well
Brinstar
- Considered on of Warios best stage
- Ground level hurts glide toss to smash, and Bananas
- Small Blastzone
- Wario's clap is really effective
- Wario can use the pillar for an extra hit box
- Wario can camp really well on this stage
- Lava doesn't effect him as much
- Lava can save him from some spikes
- Wario can attack through the bottom level stage
Rainbow Cruise
- Moving stage w/ one of the best areial moveset is difficult
- Considered on of Warios best counterpick
- Moving stage could potentially hurt banana game
- Wario's clap kill well on the low ceiling [T3]
- Transformation 1 [Ship] Diddys Favor
- Transformation 2 Wario's Favor
- Transformation 3 Wario's favor
Castle Seige
Transformation 1
- Ban for Aggressive Wario's if not just don't CP
- Hard to navigate around him
- Slop henders you and helps him
- Potential of being gimped on the "lip"
Transformation 2
- Warios favor
s
- Better than T1 but, Warios favor
- High ceiling helps you from Wario's Clap
- Navigates well by the statues
- Good about avoiding bananas around the statue
Transformation 3
- Diddy advantage
- Kinda like FD/SV
- Tilt doesn't effect anyone
Delfino Plaza
- The variations of platforms in the neutral form work quite well for Wario
- Fart in the water is a free kill for wario
- Wario recover is helped due to be able to go through bottom ground platform [like it needs any more help] It helps Diddy too
- Awkward Diddy map against wario
- Island is much in Wario Favor
- Fountain is in Wario's favor
- Pillar part is definitely Warios advantage. Your banana game is pretty much ineffective here and the multiple ledges let Wario camp aerials like crazy
Wolf:
Counterpicks:
Bans:
Yoshi:
Counterpicks:
Bans:
Zelda:
Counterpicks:
Bans:
Zero Suit Samus:
Counterpicks:
Bans:
____________________________________________________
Additional Note: We will be discussing each character in order of the tier list v2.0, I listed the list above in alphabetical order for quick search.
Meta Knight
Snake
Wario
Falco
Diddy Kong
King Dedede
Marth
Mr. Game & Watch
Pikachu
Olimar
Ice Climbers [Currently Discussing]
R.O.B.
Kirby
Lucario
Zero Suit Samus
Toon Link
Pit
Donkey Kong
Peach
Luigi
Fox
Wolf
Sonic
Sheik
Bowser
Zelda
Pokémon Trainer
Ike
Lucas
Mario
Ness
Yoshi
Samus
Jigglypuff
Captain Falcon
Link
Ganondorf
Additional Note: Once a Character has come to a conclusion and is updated in the list above wait till all characters have gone through disucussion before re-discussion. Also, please put forward a "why" with your decision.
Thanks, PhatyCHONG