Okay Raz. I'm done with the Diddy one.
[COLLAPSE="vs Billy"]0:05 Why would you roll away? All that does is give him space to get bananas. Quick risk/reward examination for you attacking him. Obviously the reward is him being closer to the ledge/you get a string of hits that puts him offstage/on the ledge. Alright, the risk is you get thrown and get put farther away from Diddy so he can pull out bananas and set up his camp game. So, by rolling away you took away your possibility of reward and forced yourself to commit to the action that was the risk of attacking. Stage control and pressure are the two most important things in the MU (assuming you know how to fight Diddy offstage ofc) and you need to always keep them in mind.
0:19 That wasn’t a safe double jump. If he hadn’t tripped you could have been fair’d father off of the stage. Since he did trip you gave up an opportunity to apply pressure. You then drifted right into him (with no jump) allowing him to get free damage on you- and had it been a better player- the large potential of a string for your stock/ledge trapping you.
0:40 Maybe you did, but always listen to their controller. If they’re mashing, it’s a free fair/dash attack.
1:00 You have to be careful with your jumps. Diddy loves when people jump. It’s a fair if he doesn’t have a banana. If he does he traps your landing into banana combos into cruelty.
1:04 Be really careful about landing options. You pretty much never want to use a landing aerial when Diddy has a banana in his hand. Unless you hit him with it, you get tripped and wrecked. Keep yourself open for instant throws ALL the time.
1:07 Keep your ears focused. It’s easier to hear when you catch an item than to see it.
You have an ADing habit.
1:14 Z-drop peanuts ASAP unless you’re planning on using them as a way to GT. Additionally, the DJ that you got that peanut with was poorly executed (landing wise) as a result (somewhat). Drop the peanut, FF to the ground, and get back to a neutral situation. You had a banana behind you that you could have easily taken control over. Instead you just fell onto it trapping your own landing.
1:16 You finally throw the peanut away- but you threw it. Your throws are laggy. Z-drops are not. You proceed to land on the platform (and trip) instead of FFing through it (granted, you may not have had a choice since you were probably still in throw lag).
1:19 Again with the bad double jumping.
1:25 Something similar to the beginning. You continued drifting away from Diddy after missing giving him space to get items out again. As soon as you were a bit past him you should have fallen in place. If he came after you, landing DB would have worked quite well.
1:28 Literally the exact same thing that you did at 0:05. The difference is this time the risk is you would have been farther away from Diddy. You still wouldn’t have been offstage (assuming proper DI) however so you still should have tried to take control back there.
1:33 He’s falling. Rising is the opposite of the direction you should be going.
1:40 That jump…
1:52 See 1:04
1:57 You trapped your own landing- not dissimilar to a combination of 1:04 and the ending part of 1:14
2:08 There is no excuse for that. There is no reason to ever need to shield before a GT and COMPLETELY gives it away. Marth’s GT isn’t particularly good. It doesn’t microspace or allow for better zoning. It does allow for a quick surprise approach. Turning around, stopping, shielding, and THEN GTing completely give yourself away and you lose all benefit from doing it as even I could have reacted to all of that (and you know how *** my reaction is). GTing like that is fine- make it be fluid. Turn arounds are 2 frames (iirc). GT starts on something like frame 4 or 5. So, from the time you decide to GT to the time you begin movement as a result of it, should be something around 6 or 7 frames. You have to be fluid. He had plenty of time to shield as a result.
2:14 Same thing as 2:08. He saw it, and just shielded. You have to be amazingly fluid with your tech skill in all aspects. CGs, spacing, ledge traps, item play, etc. Just because Diddy is less common doesn’t mean you should be less fluid with a certain aspect of a technical skill. It’s one thing to not be used to a MU since that is dependent on having another person around. Tech skill is just practice.
2:36 Jab locks are always guaranteed on Diddy from falling off of a platform backwards. Jab 1 only, charged usmash/tipper fsmash.
2:51 That jump again. Jumping there is fine in a situation like at 3:05ish. However when Diddy (or anyone) is on the ground and has access to all their options, it’s a terrible idea.
3:17 Technical error I assume? If not, instant throw and z-grab are far superior options there. I’m going to assume technical error though.
3:21 Okay, there were three reasons why that fair was a terrible idea (well, two and the third being a huge clue it was coming). 1) You want to stay grounded more if possible vs Diddy at kill %s. If you jump you’re open to trading fair or getting landing trapped. Stay safe. 2) You were approaching with the fair while moving forward still. That screams “fair me and take the beneficial trade for you.” 3) Diddy players in that specific situation LOVE to pick up a banana on the ground by rising SH fair. It’s fairly safe, gets them a banana, and his fair beats/trades with most aerials in the game. Walk forward ftilt/jump forward into a retreating nair should have been your choice.
3:27 You’re most of a stock ahead now. Don’t get greedy/impatient.
3:30-3:32 Double jump/ADing habit
3:41 Quit rising while your opponent is falling. All that does is reverse the situation and negate any opportunity you have for punishing the AD. Plus, he had already used him jump so it wasn’t even possible for him to rise.
3:53 You can shieldgrab between the second to last and last hit.
3:54/3:55 You gotta apply pressure
3:58 Random spotdodges are bad vs Diddy (and to a lesser extent luigi) for this exact reason.
3:59 Watch the ADs. He saw it coming but just wasn’t close enough to punish.
4:00/4:01 Quit giving him space. Pressure, pressure, pressure.
4:21 See 2:08 again
4:24 And again
4:27 Do it like this every time
4:30 Walk to microspace. You give up too much stage control by dashing.
4:45 Jump
4:49 Just rising instant throw from the ledge
4:51 Throw is laggy, Z-drop isn’t.
Honestly... I got bored, so yeah...
Item control, watch your FH/DJs, PRESSURE.[/COLLAPSE]