Diddy is really good
so many MUs you have to play neutral hella perfect because they die at stray hit at 160 and you die to grabs at 0, but he has so many amazing tools to just come out on top in long range positions. He also has great up close micro situations to come out on top in CQC RPS fights. I think he has a couple pretty bad MUs but invalidates many in return
people still ****ing suck with DIing his throws though. Just hold behind him, you don't get hit by dthrow>move, you minimize the combos he gets off of upthrow (if you get comboed into dair DI doesn't matter, if you get juggled he has to turn to uptilt/continue, and you don't get hit by dash jump upair>falcon combos like you do if you DI away from him). The Mix ups are in his positional throws but for a lot of characters at higher %s you can just no DI or slight DI in, dthrow won't combo anymore and you won't die to b/fthrow
theres a lot of small things that people don't work around/blow diddys up for. stuff like SDIing away from the upair after side-b>falling upair to avoid the grab and get a spotdodge/buffered roll mixup going on
or if you're a lighter/thiner tall character you can DI the side-b behind diddy then SDI the upair behind diddy and avoid the grab (snake can't at 0% though, works at highers).
expecially lighter ones because they get sent further from side-b, and can get hit by the weaker late hitbox of upair instead of the reverse hitbox of the strong hit.
we still get away with bad recoveries constantly because people over-respect side-b's safety and over-respect diddy's flexibility on up-b. gotta cut off angles closer and track high-recoveries better. Not saying its easy to do all the time, but people gimp fox well in melee and his recovery is more flexible (although less resilient).
Idk theres a lot of big anti-diddy optimizations, completely ignoring items, that people could do. Diddy struggles to kill to begin with and proper counterplay to his combo game can shut down a lot of things and really make him have to hone down the neutral interactions. Knowing things like not letting diddy get away with glide toss directly onto shield>grab (its -3 point blank) goes a long way with shutting down diddy's momentum in neutral because he is a real snowballing character. One opening can lead to so much because of how strong his stagger game is
Everyone still ****ing sucks at pm. Diddy is the most overrated underrated character imo if that makes sense. People respect his gimmicks too much and underrate his real strong micro interations
Although if you just took Diddy's dash dance+movement, bair, banana, and Dsmash and take everything else away and he's still probably better than a good handful of characters
Also doing stuff like this isn't that hard, I have it down to like 65% consistency from 1 day of practice. diddy with space to setup things is dumb:
throw a b reverse in there and you have a crazy ambiguous movement/move that can be really effective when he's in control but completely useless when he is in the corner or people just attack through them.