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The Official Diddy Kong Tournament Stage Match-up Discussion

PhatyCHONG

Smash Apprentice
Joined
Feb 11, 2009
Messages
160
Location
The Jungle
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






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
Super Smash Bros. Tournament Brawl Stages list are as the following:

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]





:bowser2:
Bowser:

Counterpicks:

Bans:

:falcon:
Captain Falcon:
Counterpicks:

Bans:

:diddy:
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

:dk2:
Donkey Kong:

Counterpicks:

Bans:

:falco:
Falco:​

Counterpicks: Castle Seige, Luigi Mansion, Rainbow Cruise, Smashville/FD, Laylat Cruise [potential CP]
Reason for Counter:

Castle Seige
Transformation 1
  • 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 2
  • Statues eats lasers
Transformation 3
  • 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:
Fox:

Counterpicks::

Bans:

:gw:
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
  • 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!!!
Stage Advice: To show you how Deadly G&W U Smash
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:
Ganondorf:

Counterpicks:

Bans:

:popo:
Ice Climbers:

Counterpicks:

Bans:

:ike:
Ike:

Counterpicks:

Bans:

:jigglypuff:
Jigglypuff:

Counterpicks:

Bans:

:dedede:
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
  • The stage can gimp your recovery
  • D3 can wall chaingrab
Delfino Plaza
  • 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
  • Waddle Dees are effective on this transformation
  • Possible Stage gimp
  • D3's can Edgegard really well on this transformation
Transformation 2
  • 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
Transformation 3
  • This Transformation is in your advantage
  • however the stage tilt could possibly gimp



:kirby2:
Kirby:

Counterpicks:

Bans:

:link2:
Link:

Counterpicks:

Bans:

:lucario:
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

Lylat 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.
Brinstar
  • 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
  • Any Neutral is good against Lucario
  • Wouldn't CP or Ban
Bans: Frigate Orpheon, Jungle Japes, Norfair, Yoshi Island, Luigi Mansion
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:
  • 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
Pros:
  • 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:
Lucas:

Counterpicks:

Bans:

:luigi2:
Luigi:

Counterpicks:

Bans:

:mario2:
Mario:​

Counterpicks:

Bans:

:marth:
Marth:

Counterpicks: Castle Seige, Jungle Japes, Final Destination, Smashville
Reason for Counter:

Castle Seige
Transformation 1
  • 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 2
  • Transformation from 2 to 3 can have potential banana slip gimp
  • High Ceiling helps you live longer
  • Possible banana lock to death on ground
Transformation 3
  • 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.]

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
[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]
[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:
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.


1. Norfair
2. Rainbow Cruise
3. Luigi's Mansion
4. Brinstar
5. Lylat Cruise
6. Delfino
7. Halberd
Quote Note: Upon discussion this is "high recommendation" based upon stage flaws to which you should "ban" against metaknight.
:ness2:
Ness:

Counterpicks:

Bans:

:olimar:
Olimar:

Counterpicks: Rainbow Cruise, Frigate Orpheon, Jungle Japes, Smashville, Final Destination
Reason for Counter:

Rainbow Cruise
Transformation 1
  • 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 2
  • Gimp Gimp Gimp Gimp Gimp. . . . . . :D
  • Diddy's Favor
  • Be careful being left of Olimar
  • Third and worst transformation for Bananas
Transformation 3
  • 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
  • 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
[This "BAN" is more focused on "STAGE STRIKING" rather than "Ban" since LC is a probable starter stage]

Being discussed in the [DKBR] / Possible Neutral: Yoshi Island, Halberd
Reason for Debate:

Yoshi Island?
Cons:
  • 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
Pros:
  • 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:
Peach:

Counterpicks:

Bans:

:pikachu2:
Pikachu:

Counterpicks:

Bans:

:pit:
Pit:

Counterpicks:

Bans:

:pt:
Pokemon Trainer:

Counterpicks:

Bans:

:rob:
ROB:

Counterpicks: Neutrals, not in ROB's favor
Reason for Counter:

Neutrals
  • 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
Bans: Rainbow Cruise, Jungle Japes, Luigi Mansion
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
:samus2:
Samus:

Counterpicks:

Bans:

:shiek:
Sheik:

Counterpicks:

Bans:

:snake:
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:
Sonic:
Counterpicks:

Bans:

:toonlink:
Toon Link:

Counterpicks:

Bans:

:warioc:
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"
Luigi Mansion
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.

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
  • Ban for Aggressive Wario's if not just don't CP
Transformation 1
  • Hard to navigate around him
  • Slop henders you and helps him
  • Potential of being gimped on the "lip"
  • Warios favor
Transformation 2
  • 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
s
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
[/QUOTE]

:wolf:
Wolf:

Counterpicks:

Bans:

:yoshi2:
Yoshi:

Counterpicks:

Bans:

:zelda:
Zelda:

Counterpicks:

Bans:

:zerosuitsamus:
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
 

PhatyCHONG

Smash Apprentice
Joined
Feb 11, 2009
Messages
160
Location
The Jungle
Metaknight! grrrr....

Counterpick: Smashville, FD,
Reason for Counter:
FD: gets away from metaknight dominance of platforms and easy banana setup.
Smashville: Smash map allows banana's to be close and ready for action

Ban: Battlefield, Rainbow Cruise, Halberd
Reason for Ban:

-Battlefield has three low platforms which indeed set you up for terrible banana set up and metaknight combo ability with aerials on platforms
-Rainbow Cruise is a set up for failure unless your on the ship with Bananas, Your constantly moving and being gimped is quite possible
-Halberd's flying platform lets metaknight attacks to go through the level and with metaknight's recovery and jumps allows him to easily stall.
 

Player-1

Smash Legend
Joined
Apr 27, 2008
Messages
12,186
Location
Rainbow Cruise
Metaknight! grrrr....

Counterpick: Smashville, FD,
Reason for Counter:
FD: gets away from metaknight dominance of platforms and easy banana setup.
Smashville: Smash map allows banana's to be close and ready for action

Ban: Battlefield, Rainbow Cruise, Halberd
Reason for Ban:
-Battlefield has three low platforms which indeed set you up for terrible banana set up and metaknight combo ability with aerials on platforms
-Rainbow Cruise is a set up for failure unless your on the ship with Bananas, Your constantly moving and being gimped is quite possible
-Halberd's flying platform lets metaknight attacks to go through the level and with metaknight's recovery and jumps allows him to easily stall.
Well this is a better stage discussion than mine so I'll just let it die.

I can think of about 4 other CPs that are worse than BF and Halberd. Norfair would be one, Brinstar, Lylat, Luigi's Mansion are all other stages. MK going through the stage to attack you isn't a bad thing for Diddy, you can barrel spike through those stages and it's not that hard at all.
 

Ismael

Smash Ace
Joined
Sep 10, 2005
Messages
534
Location
Las Vegas (lol), Nevada
The Poke Stadiums are pretty much in MK's favor once they change thanks to MK's huge aireal versatility, allowing him to pick you off while your stuck trying to avoid all the effects and obstacles, which also ruins Diddy's naner game.

Delfino Plaza is also mostly in MK's favor. But Diddy dosn't have as much of a disadvantage here than in other stages.
 

Nitrix

Smash Ace
Joined
Jul 1, 2008
Messages
867
Location
London, Ontario
This thread will be so helpful! Kudos to OP.

If I had to ban a stage versus MK, I'd either ban Rainbow Cruise or Brinstar.
 

Jigglymaster

Smash Hero
Joined
Aug 14, 2005
Messages
5,577
Location
Northwest NJ
NNID
Dapuffster
DDD

Bad:
Brinstar(Good for Arieal Characters, Bad for Ground Characters)
Delfino(Many Walls, 2 walk off areas, DDD can shark)
Castle Siege(Walk off stage + DDD chaingrab >__>)

Good:
Lylat(DDD has trouble ChainGrabbing there)
RC(Diddy ***** DDD in mobility)
Japes(Camping anyone?)
FD(No need for Explination)

Kirby

Bad:
Brinstar(Same reason why DDD's good here)
Norfair(Same as Brinstar)
Yoshi's Island Brawl(Platform kills banana game)

Good: FD(Obvious)
Smashville(Similar to FD)

G&W

Bad:
Norfair (No Explanation)
BF(Invinible up b + platforms = bad for diddy)

Good:
Halberd(G&W is light + small boundries)
FD(Obvious again)
 

Bellioes

Smash Lord
Joined
Jan 5, 2009
Messages
1,096
Location
Montreal, QC
I say definitely ban RC because of the high chance of getting gimped by MK. Diddy just wasnt meant to play on a stage like RC. Other good bans could be BF (hate those platform), and Norfair (large stage with many platforms= the perfect stage for MK)
For CP, They arent really a lot. The only ones that come to mind are smashville and FD cause they support his banana game.
 

Jigglymaster

Smash Hero
Joined
Aug 14, 2005
Messages
5,577
Location
Northwest NJ
NNID
Dapuffster
I say definitely ban RC because of the high chance of getting gimped by MK. Diddy just wasnt meant to play on a stage like RC. Other good bans could be BF (hate those platform), and Norfair (large stage with many platforms= the perfect stage for MK)
For CP, They arent really a lot. The only ones that come to mind are smashville and FD cause they support his banana game.
I actually like BF over Smashville.

Diddy has the best mindgames on BF. Between the Top and middle platforms theres a tiny gap where you can throw your bananas up and they'll be able to come to the ground. Get really good at Z catching and you can still chain your bananas on them. Smashville that **** platform takes them away. And Yoshi's....UGH, its like BF without the air pockets. Opponents can just sit up there and your banana game is useless.
 

Coyn3Masta

Smash Journeyman
Joined
Jul 7, 2008
Messages
355
Location
NJ
I would ban rc, lylat, or luigi's mansion against mk. Banning battlefield really depends on the player. Some aren't good with the nanner play on battlefield, while others love the set up with the platforms.

Also Yoshi's and possibly Delfino is kind of bad against mk in my opinion. Though its nothing major, perhaps I'm just bad there o.O?

Btw, any tips for playing mk on battlefield? I'm not bad with nanners on battlefield, but advice wouldn't hurt =)
 

AvaricePanda

Smash Lord
Joined
Jan 30, 2009
Messages
1,664
Location
Indianapolis, Indiana
I honestly think it's too easy for MK to get your naners on battlefield. That, and the fact that MK is good on battlefield anyway...yeah.

But I've definitely been doing this wrong, according to the thread. I've been counterpicking Halberd (along with Smashville if I haven't won there) on MKs. I don't like Final Destination--that's just a personal preference--and Smashville is usually the neutral that gets picked (and I usually win on it).

But I've been liking Halberd for two reasons. One, I just get lucky on it (from grab releases into the laser and the guy didn't DI to fsmashing and the guy DIing into the bomb). But two, against MK, it just seems easier to read? I don't play good MKs like Dojo, Anti, or M2K though, that could change my mind (I'd get 3-stocked regardless).

The MKs I do fight are really predictable under the floating ledge on Halberd (when you aren't on the ship). When an MK tries to attack me from under the level, which they do quite a couple times per match, it either leads to, depending on the approach they use, an easy barrel spike or shieldgrab. Former usually comes when they just go across or whiff an aerial, the latter when they shuttle loop, miss, and glide attack. Sometimes they just go for uairs/fairs, those which you can just avoid, get some naners, and set yourself up. And there's still a top platform if you just don't feel like doing anything.

While on the ship, I seem to get gimped less than on other stages like FD or Smashville, though I hardly get gimped anyway. Honestly, I'm not sure exactly what you can do with that top ledge; I don't have enough experience.

tl;dr: Halberd's a pretty decent stage for Diddy against MK, at least for me. It's certainly better than other CPs I've tried, and I seem to get more predictable reactions, especially on the floating ledge.

I would most usually ban Rainbow Cruise against an MK, if not Norfair. With Diddy, Brinstar and Norfair are bearable, but Rainbow Cruise is just too easy to be gimped on.

I'll try to fight more MKs and see if I can try to contribute more.
 

Bellioes

Smash Lord
Joined
Jan 5, 2009
Messages
1,096
Location
Montreal, QC
I actually like BF over Smashville.

Diddy has the best mindgames on BF. Between the Top and middle platforms theres a tiny gap where you can throw your bananas up and they'll be able to come to the ground. Get really good at Z catching and you can still chain your bananas on them. Smashville that **** platform takes them away. And Yoshi's....UGH, its like BF without the air pockets. Opponents can just sit up there and your banana game is useless.
Yeah but even if Diddy has good mindgames on BF (no objections there), I still feel that MK has a much bigger advantage with his aerial game versus Diddys banana game sortve of becoming restricted because of the low platforms (as in you cant chain the bananas in the double naner lock for as long) I know you can zcatch through platforms but I dont know how that lets you still chain your opponent. Its also a little harder to me to always have a banana in hand cause you cant do you dash attack pickup as much (The best oppotion is zcatching).

I also feel that Diddys combo ability is lower on that stage then other stages. For example, you cant really banana combo on platforms unless your opponent is right below and you drop through (too risky) or your opponent is with you on the platform (not likely). It a lot easier to combo when your on the main part of the stage.

I agree that Yoshis sucks for Diddy but to me, hes better on SV than on BF. Or maybe I just suck on BF: I dont know, just throwing my opinion out there. ^_^
 

Player-1

Smash Legend
Joined
Apr 27, 2008
Messages
12,186
Location
Rainbow Cruise
Anyone who thinks Diddy sucks on RC:
http://www.youtube.com/watch?v=qNFbsHmZ57I

RC is my favorite stage, not saying best, but it's my personal preference just because I like the stage.

Diddy has more combo ability because of platforms. His throws, aerials, and tilts all get buffs as opposed to FD, but his bananas get a nerf. I'd rather have 3 buffs as opposed to 1 nerf any day, but this one nerf is Diddy's best advantage against MK, it's the only reason some people consider it a neutral matchup so you don't want to go around nerfing your one strength. Battlefield isn't a bad stage against MK, it's more of a neutral. Banning Norfair is probably the best ban you can do IMO. MK can get around the lava easier, plank easier, lives longer and yet still kills most characters at reasonably the same amount of damage.
 

AvaricePanda

Smash Lord
Joined
Jan 30, 2009
Messages
1,664
Location
Indianapolis, Indiana
After watching that video I think I'm going to play Rainbow Cruise more. I'm probably never going to CP it, but I don't think I'll ever ban it. Thanks for that vid and the annotations, it helped.

I just have bad experiences on RC because of my lack of experience. Today, a D3 and MK both CPed this against me and I had no clue what to do (I usually ban japes or norfair online). The MK supergay spiked me under the logs twice, while the D3 waited for the stage to move, threw me into the side blast zones, and baired. I just never originally liked the stage.

I still dislike fighting MK on BF. I wouldn't ban it (Norfair's worse) but it's just...ugh for me. If you pluck a banana at a wrong/stupid time or just have a naner on the ledge, the MK can short hop fair and catch the naner. The only thing I can expect from the MKs I fight when they have a banana is their crazy long glide-toss to approach. I usually know it's coming and usually avoid it, but still can't think of a way to punish (even though I suck and lose all the time, I'm noticing patterns, so I'm glad for that.)

I'm pretty sure Diddy isn't safe on the platform on BF, because the MK has an easy aerial attack. At least with Halberd it's more predictable, and on Smashville the platform moves and is sometimes on the opposite side of the stage, so you have some time to yourself.

I'm still CPing Halberd if I've already won on Smashville. The MK's I've fought are predictable there. If Halberd is a crappy CP, someone tell me please before I keep screwing myself over.
 

PhatyCHONG

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"SNAKE CAN YOU HEAR ME!"

Counter Pick: Delfino Plaza, FD
Reason for Counter:
-Delfino Plaza: The bottom platform changes ever so often which could potentially avoid "C4s" and "Mines" and large top platform avoids snake tilts. Diddy's recovery can go through the bottom platform stage.
-Final Destination: Great Diddy stage because platforms don't gimp banana throws but, neither does his! however FD is a good CP because of Diddy's advantage in speed and combo ability.

Ban: Battlefield, Brinstar, Norfair
Reason for Ban:
- Battlefield: The platforms hinder your banana tactics and you can be pressured by snakes tilts easily
- Brinstar: The acid helps snake survive against spikes and the stage layout prevents diddy from using his bananas.
- Norfair: this is considered one of Diddy's worst stages and one of snake's best.
 

Player-1

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I'd ban Halberd over Battlefield, battlefield is already a good stage and shouldn't be hindering good Diddys banana tactics.

For counters I think Japes should also be up there, Japes gimps his recovery well plus high ceilings. Castle Siege is also good I think. The 2nd part of the stage have those statues that mess with Snake's grenade game and after he blows them up you have it pretty flat. It also has high ceilings on the 2nd stage, and I'm not sure about the 3rd part it might have high ceilings as well.

Edit: Can you take BF off the bans for MK? I think most of us agreed that BF isn't bad.
 

white peachy

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Good snake's live a looooooong friggin time on FD against diddy. I'd go SV over FD anyday personally but I'd imagine I'm in the minority there. As a person who uses snake as a secondary, I would say don't ban Brinstar, I wouldn't think most snakes would CP you there anyway, but maybe that's just me.

Metaknight bans hurt my head, ****er's good everywhere :(. Japes sounds decent from Player's reasoning, obviously go FD if he doesn't ban it. SV is ok too as a CP.
 

PhatyCHONG

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I'd ban Halberd over Battlefield, battlefield is already a good stage and shouldn't be hindering good Diddys banana tactics.

For counters I think Japes should also be up there, Japes gimps his recovery well plus high ceilings. Castle Siege is also good I think. The 2nd part of the stage have those statues that mess with Snake's grenade game and after he blows them up you have it pretty flat. It also has high ceilings on the 2nd stage, and I'm not sure about the 3rd part it might have high ceilings as well.

Edit: Can you take BF off the bans for MK? I think most of us agreed that BF isn't bad.
Wow I forgot about Castle Siege, yes most definitely IMO the best CP against Snake thanks for your input. Also on Jungle Japes, I put this form for "tournament based" and traditionally Jungle Japes is already on the ban list so I didn't recognize the stage.

MK vs. Diddy on Battlefield: I want you to give me 3 reason this map shouldn't be banned against MK that would stand out in your opinion. [are you suggesting this should be a CP or just off the Ban listing]

FYI I'm not trying to be mean just discussing and receiving a rebuttal and if is convincing I'll change it. Considering this this is mutually MK Best Map.

Thank you for your input and pertisipation on this thread really helping me out :D
 

PhatyCHONG

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Good snake's live a looooooong friggin time on FD against diddy. I'd go SV over FD anyday personally but I'd imagine I'm in the minority there. As a person who uses snake as a secondary, I would say don't ban Brinstar, I wouldn't think most snakes would CP you there anyway, but maybe that's just me.
When I was thinking of my decision for a counter pick against snake, though I think Smashville is Diddy's best stage, but with SV having a small horizontal platform stage leaves the multiple projectiles snake has to be close range where diddy can be easily caught in by explosives.

In result, I think this is a great stage for diddy but in this current match-up not the wisest CP. For there are better ones.

You should tell me why you think this is a good CP
 

Bellioes

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No he was saying that BF shouldnt be banned.
Personally I hate that stage and playing on it against a MK doesnt make it any better for me.
I say ban Norfair/RC vs Snake/MK respectively
As for CPs against Snake, I go with FD/SV but I like the Japes idea because of the close side blastzones
I havent really played on Castle Siege too much so I dont have much experience there but it seems like a reasonable CP to me.
Against MK, I dont know what to do. I would most likely go FD/SV
But I find Luigis Mansion to be a good stage too. I 2stocked a MK there so it was definitely a good stage for me.
 

Player-1

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Wow I forgot about Castle Siege, yes most definitely IMO the best CP against Snake thanks for your input. Also on Jungle Japes, I put this form for "tournament based" and traditionally Jungle Japes is already on the ban list so I didn't recognize the stage.

MK vs. Diddy on Battlefield: I want you to give me 3 reason this map shouldn't be banned against MK that would stand out in your opinion. [are you suggesting this should be a CP or just off the Ban listing]

FYI I'm not trying to be mean just discussing and receiving a rebuttal and if is convincing I'll change it. Considering this this is mutually MK Best Map.

Thank you for your input and pertisipation on this thread really helping me out :D
I'd like you to give me 3 reasons why it should be banned against MK, especially as opposed to Lylat Cruise
 

PhatyCHONG

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Good snake's live a looooooong friggin time on FD against diddy. I'd go SV over FD anyday personally but I'd imagine I'm in the minority there. As a person who uses snake as a secondary, I would say don't ban Brinstar, I wouldn't think most snakes would CP you there anyway, but maybe that's just me.

Metaknight bans hurt my head, ****er's good everywhere :(. Japes sounds decent from Player's reasoning, obviously go FD if he doesn't ban it. SV is ok too as a CP.
I'd like you to give me 3 reasons why it should be banned against MK, especially as opposed to Lylat Cruise
Well lets start off by me saying "too-shay". My preference would want to play Battlefield rather than LC but, In my overall stance I know BF is a good CP for certain character, I use it for example King DDD and wolf, but with Metaknight.
REASON:
1. MK is FAST, not only with his move set but also with dashing this leaving BF which is a very small horizontal stage anyways with 3 just as well small platforms make it easy to be controlled in MK's favor. Even MK's Utilt, Usmash can reach through the first 2 platforms just above the stage.
2. Good MKs with their speed, combo ability and tornadoes spam make it more difficult to escape with the small map set up.
3. With MK having priority dominance and BF having small map set up makes diddy to be easily pressured and MK's speed makes it easy to take Bananas and could possible use them against you!

However LC similarly follows these reason IMO so I guess it just a form of personal preference. On the other hand LC is wider than BF though BF has the potential. Its still considered one of MK's best counter against diddy. In result I don't see any reason to take it off the ban list but rather maby adding LC and Battlefield under a "personal preference ban". Considering the similar problems. What do you think about it.
 

white peachy

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When I was thinking of my decision for a counter pick against snake, though I think Smashville is Diddy's best stage, but with SV having a small horizontal platform stage leaves the multiple projectiles snake has to be close range where diddy can be easily caught in by explosives.

In result, I think this is a great stage for diddy but in this current match-up not the wisest CP. For there are better ones.

You should tell me why you think this is a good CP
It's probably just personal preference but I have an easier time killing snake on SV than FD... On FD he lives darn close to 200% each stock with good DI, and if he knows what he's doing you probably won't gimp or spike him very easily, resulting in a tougher match. Snake's ability to kill vertically by way of utilt gives him an advantage in that department. On SV at least you know you can kill him horizontally at a (more) reasonable %. As a general rule I think FD is Diddy's best stage, but I'd just rather go SV myself against Snake. Also Japes is legal in tournies, not all of them I'm sure, but a good amount enough amount for it to be discussed as a legal CP.

...Also I wouldn't cp Luigi's Mansion against a good meta, Bellioes, unless you're really comfortable on that stage. Because from what I've heard metaknight players like that stage...like...a lot.

EDIT: To Phaty: I also wouldn't CP DDD to BF...There's just better options.
 

Jigglymaster

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Diddy Kong on BF is good. The platforms are low enough were he can short hop air catch them and still be able to banana chain his opponents. There are two air pockets in the middle of the stage where platforms won't stop the bananas from reaching the ground.

I'd prefer BF over Yoshi's Island and Smashville. Smashville's platform is too high and moves.
 

Bellioes

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...Also I wouldn't cp Luigi's Mansion against a good meta, Bellioes, unless you're really comfortable on that stage. Because from what I've heard metaknight players like that stage...like...a lot.
Yeah I had a hard time avoiding his juggles so I guess Ill use the other CPs mentioned for MK
But I really do feel comfortable on this level (when Im on the ground at least) cause of the close side blastzones, and I live longer. Plus, I find it easier to combo here (Dthrow inside the mansion worked really well for me cause they get spiked down on their back if they didnt tech ready to eat a smash :))
 

AvaricePanda

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Diddy Kong on BF is good. Meta Knight on BF is better. I don't think you should ban it though, because there are FAR WORSE stages to take an MK (norfair and brinstar say hi) but you most probably shouldn't CP it. But yeah, take BF off the ban list.

Against Snake, ban Brinstar or Norfair.

Counterpicking Snake, if you want to be pretty confident, go Smashville or Castle Siege. Castle Siege basically stops grenade camping on two of its stages, and its last stage transormation is good for both Snake and Diddy. Smashville makes getting around grenade camping easier; the platform helps a lot, and the stage isn't that large. Spacing's pretty crucial though; if you're too far away the entire match, Snake can still grenade camp you. And if you can't deal with Snake up close, you're pretty screwed. Maintain a good distance away from Snake particularly at high percents so that you can try to punish when he pulls out a grenade, yet still not be right in his face and meet a utilt.

Another stage that you could counterpick a campy Snake on is Rainbow Cruise. While CPing or even playing MK here kind of sucks (not because Diddy's bad on RC, but because MK is better), CPing Snake, on paper, seems to work. I've only played one Snake on Rainbow Cruise (I usually counterpicked Castle) but I took him there because he was particularly grenade campy.

In my head and on paper, it seems like a good idea. The fact that the level, you know, moves, means that if you're playing a very campy Snake, it basically eliminates his camping options. He can only really camp in short, ineffective bursts, and since the ship is so small, it's easier to approach him. If you're playing a Snake that's already really campy, he'll probably still try to camp at least on the ship. The short distance lets you punish.

Diddy's banana game on the stage is obviously best on the ship, so you get advantages while he gets disadvantages. Banana or Dtilt (which can be easily DId out of but is easier to force and more practical) locking against the small wall on the ship=hooray.

Snakes ground control is amazing, but that doesn't matter, again, when the level moves. The level goes from ship around the cruise and back to the ship again in two minutes, and I'll have to get precise times for certain parts of the stage. But if you space well, during that seconds or so period on the left side of the cruise of the two minute cycle, Snake has to rely heavily on aerials. Snakes aerials aren't that good, and because of a poor jump height, he has difficulty maneuvering around the left part of the cruise. Diddy is much more agile than Snake, so you also get the advantage on that left side too.

So Snake's grenades, C4s, claymores, and missles have been rendered nearly useless until the top part of the stage. But since the stage is moving at that top part, his grenades won't be as useful as on a different...nonmoving stage. The only thing you'd have to worry about here is a utilt to the face, because the ceiling is pretty low here.

tl;dr version: I'd say to CP...

Smashville on a majority of Snakes
-Good level for Diddy
-Short level makes it easier to approach and punish Snake
-Floating platform helps a ton

Castle Siege on a majority of Snakes
-First transformation is short, multiplatformed. 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 on Campy Snakes
-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.

...Edited because I added more length and a tl;dr version that wasn't very short.
 

ADHD

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You guys >_<

Neutrals are the reason diddy goes even with mk, you don't want to ban any of them. Mks will usually always cp rainbow cruise, brinstar, or norfair, so ban one of them instead. Use the stage striking system if you don't like bf against mk, but you really need your ban against him.
 

Player-1

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MK ban in order from best to least IMO:

Norfair
Rainbow Cruise
Luigi's Mansion
Brinstar
Lylat Cruise
Delfino
Halberd
 

PhatyCHONG

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MK ban in order from best to least IMO:

Norfair
Rainbow Cruise
Luigi's Mansion
Brinstar
Lylat Cruise
Delfino
Halberd
I put an edit of battlefield taking it off the Ban List:

Also I'm putting this comment in the "MK Summary" on a high recommendation for "Stage Slashing." This seems the most reasonable choice for stage bans. Any objection? Considering other people decisions as well.
 

PhatyCHONG

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THREAD: May we move on more towards the SNAKE discussion please for MK was previous discussion.


Smashville on a majority of Snakes
-Good level for Diddy
-Short level makes it easier to approach and punish Snake
-Floating platform helps a ton

Castle Siege on a majority of Snakes
-First transformation is short, multiplatformed. 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 on Campy Snakes
-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.

...Edited because I added more length and a tl;dr version that wasn't very short.
CP: IMO Currently (which is yours)
1. Smashville - I was in favor earlier when I first posted this for FD as a counterpick rather than SV though both stages are great for diddy and would equally do well. I believe it would be best for SV because the moving platform help against snake's camping abilities.

2. Castle Seige- For sure a great CP for Snake

3. Rainbow Cruised- I'm now convinced with Rainbow Cruise I played my buddy earlier who is indeed a good snake player where is showed it was fairly in my advantage with his lack of ability to camp and diddy speed made it an easy win.

Ban: Corneria? how do you all feel towards banning corneria considering snakes ability to get low damage kills with corneria has small off stage setup
 

Player-1

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I say CP FD, Delfino, and Castle Siege are your best with an honorable menion to SV since this is Snake's best neutral stage.

Ban: Norfair, Brinstar, and Halberd would be your best bans IMO.
 

Player-1

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is diddy good on norfair vs anyone?

also, isnt delfino a bad stage because snake can recover through the stage, and there are short sides on some of the stops?
Water = Easier spike setups, transformations messes 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 is tall and 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).
 

AvaricePanda

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More about Diddy vs. Snake on Rainbow Cruise.

I got some experience about this stage today. I suspect this post may be quite lengthy, so yeah.

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.

...if you've read all of that, thank you. I'm still going to get more Snake stage matchup experience on this stage and Delfino Plaza. I love fighting Snakes, so I don't mind, lulz. But I can't wait until this discussion gets to Falco...I hate him so much, my worst matchup, much moreso than Weegee.
 
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